Rolemaster Deconstruction: Familiars. How should they work?

 

Familiars are not only a staple of fantasy fiction but a core visual ingredient of Rolemaster book covers–specifically the ongoing series of Angus McBride covers from earlier RM books that featured a cast of PC’s with several small animal Familiars.

Familiars had a more sinister aspect in early fiction; most often a demonic imp, crow or other dark-aspected animal tied to an evil antagonist. Early D&D applied this concept to any M-U, and broadened it to a simple servitor or animalistic henchmen of a spell-caster.

First, let’s differentiate between “animal control” spells and “familiars”. Animal control spells are featured in the Animist, Beast Master, Druid and similar professional lists in Spell Law and Companions. These are spells that summon/call, control/master and sometimes allow the caster to sense through a controlled animal. These are all powerful affects, in in some ways SUPERIOR to the limitations and penalties associated with Familiars. So how does Rolemaster deal with Familiars? Fairly easily, in fact, so easy that it behooves a caster to immediately have one.

So why would a caster have a Familiar?

Familiars have a symbiotic connection to the caster where animal control is just a magical charm or affect on a creature. So what is the symbiotic relationship? What benefit does it provide besides cinematics? How does it work, mechanically via the rules?

The basic premise is that there is a REAL benefit to the caster, but at the cost of INVESTITURE. In other words, if the relationship is severed there is a real, physical or psychosomatic cost to the caster. Otherwise isn’t it just easier and less risk to control creatures when needed?

So what is the benefit, or possible benefits, of a familiar that differentiate it from other animal control spells? Here are a few ideas:

  1. Communication. The Familiar bond should allow for free two way communication between the caster and creature. This may not be actual “language” but at least a strong empathic bond.
  2. Awareness. The caster and familiar should have some base awareness in terms of location/distance of each other at all times.
  3. Shared Awareness. With concentration the caster might be allowed to project sensory ability and awareness through their Familiar.
  4. Control. The caster, with concentration, should be able to have some control over their familiar or, at least, give simple instructions for a Familiar to execute.
  5. Shared abilities. A caster might gain some extra-abilities through the Familiar relationship. Perhaps better vision, languages, strength, sensory etc. On the flip side, a Familiar could gain some intellectual ability bestowed by the Familiar bond.

Most of these benefits mirror other animal control spells. But those are temporary spell effects; a Familiar is permanent.

My belief is that GM’s are reluctant or adverse to Familiars. Why? Familiars are really NPC’s for the benefit of the PC’s. That really complicates the narrative.  GM’s not only have to manage normal NPC’s but a constant stream of Familiars that can upend the storyline unless the GM takes the Familiars into consideration!!! At that point, who is the audience? Additionaly, Familiars can change the challenge/reaction of normal adventures–familiars act as scouts or agents with heightened senses that can off-set the normal challenge-balance. At the least, Familiars can be the “canary in the coal mine” and alert the group of traps or other imminent obstacles.

Some additional thoughts:

  • Familiars are GM agents. You can better control the narrative through them.
  • They should be of animal intelligence. They may act with pro-forma intelligence via their caster, but their base ability should be simple animal intelligence.
  • Size. Should they be of smaller size? Should a caster have a bull as a familiar? Probably not. I would restrain the spell limits using the size rules to Small or less.
  • The penalty for losing a familiar should be EXTREME, or at least cautionary. The tie that binds should snap back accordingly and in proportion. This could be loss of temp CO. or even a permanent CO pt, a general activity penalty and even worse.

Again, this goes back to risk/reward. No GM wants to manage intelligent Familiars that run the unknown gauntlet, trip the traps and distract the monsters. At that point, who is playing? Familiars should be carefully hoarded resources–a cool benefit that needs to be defended! Are familiars a great resource in you game?

Of course, if easy and beneficial, every player will have a Familiar. But if the risks and rewards are balanced, would it be different? Maybe the whole concept should be reduced to a simplified, professional agnostic “Animal Bond” mechanic and spell list. That eliminates the whole D&D Magic-User familiar trope and become a generic but specific rule-set that could be used by a variety of PC’s or classes: Magician, Animist, Druid, Beast Master, Barbarian etc. What are your thoughts?

 

 

 

Gaming Post Mortem

Well we had a fun and interesting weekend of gaming.

To start with I spent many more hours playing than GMing. That is something that hasn’t happened for several years. The consequence is that we got less done in my game that I had hoped.

I had wanted to emulate a long and fruitless search, resolve the searching and then mount a successful rescue at the correct location. The dream sequences worked for the first two days but then a combination of Guess (Communal Ways, 1st Level) and Dream I (Communal Ways, 4th Level) soon dispensed with the entire need for hunting up and down the forest.

In some ways this was a clever solution by the players, effective use of low level magic and it solved a potential problem. I could just shift some simple encounters from inside the forest to the edges where the characters were travelling and a that was that. We ended up leaving the game at the point where they are about to launch the rescue mission itself. They don’t know it but there is another encounter they are going to have first but my year of worrying if I could pull off the fruitless search was completely pointless.

From a playing point of view the adventure was a brilliant first adventure and introduced the new setting, a homebrew world where magic is incredibly common and there seems to be a forgotten ancient civilisation and a legacy of old technology.

I am playing a Lay Healer and despite the potentially second string nature of the profession I got fully stuck in with the rest of the team. It was interesting to see the characters go through several iterations of the best ‘marching order’ as we investigated a subterranean complex. For a fair portion of it I was in the role of second warrior. This is not exactly what I had expected!

Here is a little clip from my equipment list from the start of the adventure…

And what happens if you make the lay healer the second guy through the door after the knight!

I think I did enough to accumulate enough experience to gain 2nd level but I will have to wait until the autumn to find out.

There was plenty of fighting undead and healing the party, especially during combat where those few extra #hits made the difference between standing and fighting and hitting the deck.

We shall see…

Gemsting Cave

This is one of the adventure ideas I had based around using a very specific creature, and a creature that doesn’t feature that often.

In Gemsting Cave, characters explore a cave once haunted by Gemstings – Giant Scorpions – which have now returned after many years.

The cave can be dangerous, as the Gemstings are able to climb on the walls and roof, attacking from three dimensions.

Gemsting Cave is meant to be a stand-alone combat encounter but has plenty of role play potential. I also liked the idea of attacking the players from all three dimensions!

Combine this adventure with one of many free cave system map makers you can find online and you have a full drop in location to use in your campaign. The Gemsting stats you can take straight out of Creature Law.

Two philosophies of RMU: rebuild or reorganize?

While it’s  much too late to change the course of events, there are still a number of detailed conversations going on at the RM Forums regarding the RMU Beta test.

For me the endless rules debates became too deep a rabbit hole that I didn’t want to go down any longer and there are still many players who are fiercely engaged. So rather than discuss actual rules, I thought I would discuss the rules making process. A bit of a meta-debate if you will.

I think the RMU development process has become a rorschach test for the RM community. It’s clear that there are variety of differing and strongly held beliefs about the rule resolutions and they are mostly the product of an individual’s ideas on versimilitude and their own tolerance for complexity. I discussed Chargen complexity in a previous POST, but I wanted to broaden the scope of my question into 2 parts. First, does RMU rebuild the ruleset or just reorganize and streamline it? Second, are peoples suggested rule changes a rebuild or a reorganize?

I think the answer to the first question is easy. RMU stayed “inside the box” and merged, streamlined and tinkered with core mechanics without any significant rebuild. Perhaps the only rebuild mechanic that was introduced was the size rules and those were discarded after community input.  Arms Law still kept weapon tables, crit charts and the basic combat structure. Does the round sequence or initiative rules rise to the definition of a rebuild? I think it was evolutionary, but certainly not revolutionary. Spell Law was left almost as-is, with some spell mechanics rewritten or clarified, spell slots filled but little else. Character Law seemingly reduced RMSS skill bloat (but not really) and added to the Chargen process with pages and pages of talents and flaws–rules for rules!

So my second question–are your solutions rebuilding or just tinkering around the edges? It seems like many rule suggestions (including mine) are just an attempt to get RMU to adopt house rules in some fashion. But are these suggestions meant to truly revise RM or are you painting within the lines? I think RMU met it’s name: it’s attempted to unify a diverse community within the established mechanics.

But did RMU need more? If so what?

Did rule changes take you out of your own comfort zone?

Are proposed rules to the benefit of growing the community or appealing to the current user base?

Do RMU rules advance the system into the contemporary gaming community?

I negotiate for a living and a saying in my profession is that the best possible deal is when both parties walk away somewhat dissatisfied.

 

The Long Awaited Game

This weekend I get to run my face to face game. The last session was nearly a year ago as the get together planned for the autumn last year was cancelled. In fact we wanted to meet up in the June and the September but neither of those weekends happened.

I am actually going to use one of our own 50 in 50 adventure outlines as an encounter, the cabin in the woods, and if you can remember back to 22nd of September last year I will finally get to throw my wicked witch at the characters.

I think these massive hiatuses (hiatusi? or just ‘gaps’) between game sessions, twelve months in this instance, are the main cause of our hack and slash game play.

The challenge facing me is that I need to create the impression that the characters are carrying out a long and fruitless search while making the game session exciting and engaging. The point of the fruitless search element is to make the end of the search feel like something of greater value. I don’t want them to walk into the forest, poke two leaves and then find the long lost ancient sword that has evaded legions of searchers for generations.

I also get to load up the characters with some useful single user magic items, some of which they will not know they are magical. Witches are great at making enchanted items and the BBEG this time is a wicked witch.

The only slight disappointment is that one player has had to drop out of the weekend due to a family crisis. These weekends are always best when the gang is all there. As a group we have now been gaming together for 34 years!

The final thing I am looking forward to is that I get to play as well. I have a 1st level Lay Healer called Otto. We are running around my GMs home brew world that so far appears to have a mix of fantasy and high tech elements. At least that is implied by the sliding doors and elevators we encountered in the first session.

Exciting times ahead!

Adding “dark things” to your Rolemaster and Shadow World games.

Poisons, diseases, curses. Oh my. In the earliest days of D&D, adventurers not only had to avoid traps, navigate mazes and defeat monsters, they had to contend with other insidious agents like poisons, level drains, curses or cursed objects, petrification and the diseased touch of the Mummy.  Not really a safe vocation when you really think about it! While much of the Saving Throw/Resistance Roll mechanic was built around these attack types, how often do GM’s really use these “dark things”? How often do you introduce poisons & diseases in your campaign?

D&D made many challenges fairly simple. Curses could be countered with a particular spell, poisons could be Saved or cured etc. They were designed to be yet another discrete challenge that has to be overcome. A binary mechanic: effect vs. cure. D&D didn’t bother with specific poison antidotes (unless part of the narrative) or even causation (what is a curse and why so prevalent in D&D). You Saved and you were good, you failed and you had to seek out a singular solution.

Rolemaster introduced a more realistic system for many of these challenges; and poisons were definitely more detailed! Not only were there many poisons, they were defined into 5 types, had specific antidotes, and had varying levels of effects. A similar approach was taken with diseases and whole spell lists were devoted to varying curses whose effects spanned the realm of imagination.

A few years ago I took a critical look at my own campaign and GMing proclivities. I realized that I rarely used diseases, never used curses (or at least hadn’t for many years) and was reluctant to delve into poisons.  Now I see these interesting affects as not just a quick add-on but great additions to my narrative toolkit. Let’s take a look:

  1. Poisons. Many GM’s are reluctant to use poisons due to their variety, unpredictable effects AND some sort of ethical standard (maybe established by D&D class restrictions). I think that’s just wrong and leaves a whole layer of complexity to gaming. Putting our own social norms aside, the widespread use of herbs in the RM/SW world clearly lays a path for the common use of harmful herbs and agents as well. I just finished then newest Mark Lawrence book that prominently featured the use of herbs and poisons–it really inspired me to add more depth to poisons and an added value to the skill. Luckily, RM and SW already has a comprehensive list of substances that I collated into a MASTER LIST. I also left Poison as a meta-skill that covers identification (by taste, smell, symptoms etc) preparation, application and use, and as part of our system that provides a benefit for ranks, the # of ranks in Poison is also added to any RR vs poisons.  (This models the idea of a poisoner taking low doses over time to build up their resistance). So now poisons are like spells, with varying effects, methods of delivery and counter-antidotes. To facilitate poison (and similar substances) it helps to use a variety of mediums: paste, liquids, powders, oils that have varying effect times and for pre-prepared antidotes to the most commonly known agents. And poisons don’t just have to kill, they can paralyze, knock a person out, make them dizzy etc, so they aren’t just a deadly, unethical or cowardly attack only favored by assassins and “low men”. Poison preparation also shoehorns into our alchemy rules and can be combined with various substrate delivery systems. I’ll be expanding on this in an upcoming blog or RMBlog fanzine edition in the near future.
  2. Diseases. I think my reluctance to use diseases is multi-fold. First, diseases are generally slow acting so they don’t create a sense of urgency. Second, Elves and even half-Elves are basically immune to diseases so in SW much of the population doesn’t eve worry about it. Finally, Spell Law healing makes curing diseases fairly simple and implies most societies are not going to have problems with disease in general. Besides having a disease as a core plot point to an adventure, I think diseases only work well if they have affects measured in days or weeks and not months or years. That may only be magical diseases. Like poisons, I avoided using diseases for many years, but now I like them a lot–especially the slow, sapping type. Perhaps it’s reduces Str & Co 1 pt a day or week, or there is a slowly increasing fatigue penalty. That hits home with the affected player as it directly impacts the game play–they’ll want to deal with it!
  3. Curses. I still can’t remember when I last used a curse. I specifically reduced “Curses” down to a single spell list in BASiL (and even then it was difficult to rank them by level) and I don’t think I’ve used a cursed object in RM or my SW campaign. I feel that curses are very setting driven and probably generated from Channeling/Diety. In Rolemaster, Curses are more “ill effect” than the common idea of curses that tend towards future effects and augury.  Traditional curses are too open ended and hard to fit into the gameplay. I’m open to ideas, so happy to hear other peoples experience with them.

But “dark things” are not just limited to poisons, disease and curses. Beyond these traditional agents, Shadow World may provide a bevy of interesting taints, attacks and complications that can add to your campaign. Here are a few thoughts and ideas:

Demonic Possessions. I’ve blogged about the problems with summoning and demonic possessions should be based on the particular setting. But Shadow World does have Demons, so it’s possible to have Demonic possessions beyond the thematic demons introduced by Terry. Having a player possessed could make for interesting sessions: Demons may not have any particular agenda beyond being a chaos agent and maybe they even impart some Demonic powers (like Frenzy).

Mental Illness. Introducing a mental illness to a player really relies on their roleplaying skills, but can add a interesting twist to group dynamics. Traditional Mentalism spells can cause mental illnesses, but how should they work and manifest in game play. Serious illness beyond phobias and violent tendencies are going to be metagamed by the player, but a players that really commits to it can be a lot of fun even if it gets the group into trouble.

Unlife Taint. There has been several attempts to mechanize Unlife taint in past GC’s and some other thoughts on the Forums. Obviously there needs to be corruption rules for SW. Should this work as a player accesses “Dark” spell lists? In my own campaign I differentiate between “dark” lists (that are the result of the Gods of Charon) and “Unlife” spell lists which tap into an alien, malevolent power. These lists are the various Priest Arnak lists I posted up on the RM Forums, and the lists Terry made for the Steel Rain and other Unlife organizations. Ideally, the Unlife lists should be really different from standard SL lists and more powerfully to justify and entice spell users to explore and experiment with them–and start down a slippery slope. Unlife corruption should be a core rule mechanic for SW. The concept of players “flirting” with learning and casting powerful Unlife spells and risking being corrupted or subsumed by the Unlife is a great fantasy theme.

Channeling Block. A priest who defies their god, behaves in a inappropriate way or similar should be punished. The quickest and most obvious is to sever them from their spell casting ability until they make atonement for their actions. This atonement process is a natural trigger for an adventure or quest!

God Cursed. Similar to the disfavor in a channeling block, a character could get a “mark” that shows they are cursed, outcast or disfavored by a god. This could be in the form of a birthmark, shaped scar, change in eye color, or symbol that can be seen in the person’s skin (excommunication). This would be an ill omen in most cultures, and make it difficult for the player to interact with society.

Just a few ideas that I need to explore in more detail or finalize as rule mechanics. RMSS and RMU have introduced Flaws that are similar to these, but I like for fluidity to these more than CharGen mechanics to offset talents. What has been your experience with “Dark Things“?

 

 

Capricorn One

Yes, you guessed it, the stupid title means it is one of my 50 in 50 adventure hooks.

Capricorn One is a “Can the heroes save the village?” adventure. For added fun as least some of the adventure is going to take place on water so it is a chance to prize your tanked up warriors out of their plate mail.

There are sea monsters, magic and deep water which probably makes it a warriors worst nightmare but jolly good fun to GM.

Thoughts on ancient structures in fantasy RPG’s and Shadow World.

We dropped anchor in the deep bay west of the Sullen Mountains. A solitary volcanic cone, trickling a faint plume of smoke from its summit loomed above us. The swells chopped but the water was relatively calm compared to the weather we had faced the past few weeks. To the north we beheld the Sunken City, the natives call it the City of Giants, but a cursory inspection of nearby structures indicated the occupants were most certainly mortal in size. The tops of huge blocks, broken towers and chipped obelisks worn down by the millennia spread as far as the eye could see. There must have been leagues of crumbling ruins above the water, but I could only imagine what secrets lay beneath the dark waves.

Travel Journals of Malco Teves, Merchant Captain of the Storm Sea Free Traders

Ancient castles, dark crypts, lost cities. Exploring ruins and structures is a key component in fantasy roleplaying, and if your games are similar most of these “ancient structures” are in fact really not that “ruined”.  I recently visited the Yucatan Peninsula and 4 different Mayan sites: Chitzen Itza, Coba, Tulum and a small complex on Cozumel. In some ways, Coba was the most interesting as much of the huge site (home to 55,000 people) is still buried under the jungle.  As I walked through the jungles, I definitely had my GM hat on, and thought about the experience through a roleplaying session. Peering into the jungle you can see numerous, huge, mounds covered in scattered stones, undergrowth and trees.  These are all buildings that not only haven’t been excavated, they are probably just piles of rubble. Most of the iconic buildings we see at these sites or in pictures are the result of complete rebuilding–often times done multiple times to either repair shoddy work or to correct architectural mistakes as archaeologists gather new information.

In other words, many untouched ancient ruins in real life wouldn’t make good adventure settings! Over time ancient structures degrade: they are buried under strata, collapsed in cataclysms or earthquakes, looted, stripped of cut stone for new buildings or leveled by conquering forces. In jungles, foliage quickly cover buildings and root systems crush and grind the buildings to dust. This reality is in sharp contract to our expectations as adventurers. Rarely do parties have to dig for days or weeks to uncover a tomb entrance or hire a work force to lift and move thousands of cut stones of a collapsed building. Many structures might not even resemble buildings as much as mounds of rubble or small hills which doesn’t work well for a cinematic approach to your game. I think we all tend towards “ruins lite” in our games: basically recognizable and functional structures with some crumbling around the edges.

But what if the buildings are much, much older than Earth comparables?  Right now the oldest constructions on Earth are 10,000 to 12,000 years old (Gobleki Tepi and Jericho) and GT was purposefully buried in 8000 BC to protect it! The 3 Eras in Shadow World span more than 100,000 years with many distinct high tech cultures and of course immortal Elves. These cultures left behind remnants of their civilizations across the planet.

Priest King of Shade (the opening vignette was taken from that) includes the ruins of a 1st Era Althan city. Over 100,000 years old, partially submerged and continuously explored and looted by subsequent cultures I had to think about how it would have survived or what it’s present state should be. Since we don’t have anything to compare to here and it was a city of advanced tech I had to guess at it. And what about other ancient lost ruins that may not date to the 1st Era but are still TENS of thousands of years old. Should we expect them to be intact, structurally sound and playable? Maybe hand wave their condition away due to “magic”?

I’m curious if anyone else has thought about this, introduced standard archaeology or excavation in any of their adventures or have thoughts on this topic?

Culture of Spiders

We have released a few adventure hooks that could easily be expanded into full adventure modules with a bit of effort. One of the prime candidates is The City of Spiders.

As this hook introduced a whole city for the characters to explore along with factions to interact with it is easy to imaging creating several adventures within this one location.

So there seem to be two types of threat in this adventure. People from the various factions and spiders, large and small.

What I would like to do is gather some ideas of what ‘monsters’ you think complement the classic giant spider? I do not want to end up with a D&D menagerie in every room but I worry that a mono culture could get a bit same old same old fairly quickly.

So my four initial ideas are Drider style half human-half spiders possibly related to the inner circles of the church, Gemsting (giant scorpions) living in the surrounding landscape and giant wasps, the original ecological reason why the giant spiders both evolved and why they are tolerated in the city. Finally, there could be golem or or automata in spider form.

So can any of you come up with really good monsters that could naturally sit in a city dedicated to spiders?

Feldaryn’s Flying Ship

This week is Fanzine week and our latest 50 in 50 adventure.

Fanzine issue 12

This issue is the finishes the Essence part of BASiL with five new spell lists and as a preview of the Channelling lists there is one new featured channeling list ‘Minor Curses’. In addition you also get the Mummy and Mummy Lord as new monsters converted from 5e to Rolemaster. To round our the issue there are a few more articles on NPCs and player skills.

As this is Issue 12 it means we have completed our first year of the printed fanzine. It is also in some way fitting that this is the first issue to feature Craggle’s Shadow World art.

The fanzine is available on RPGnow and on Amazon in print and kindle editions.

 

In Feldaryn’s Flying Ship the characters come across a ship that is stuck – in a tree. The ship is actually a flying vessel and the sole individual on it – by all appearances a powerful mage – needs help getting the rigging untangled from the tree. The mage, Feldaryn, is not what he seems and can be a source of problems to the characters. Having access to flying transport may prove useful, though.

There is a three deck plan of the flying ship included.