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.

 

Current Affairs: Thoughts on Magical Languages in Rolemaster and Shadow World.

Warning: this might be a whisky rant as well.

A recent THREAD at the Rolemaster Forums is discussing Magical Languages. Since I have some opinions on this subject I thought I would write a quick post. For those following my discussion on BASiL or have downloaded the spells probably know that I use a “no profession” system for my own Shadow World campaign.

After reading lots of comments I realize that most people only understand my reference to “no profession” as a direct reference to the RM system “no profession”. That’s not it at all! My players have profession names–but those are descriptors driven by the sum of skills and abilities of the character. With BASiL I allow access to all the realms (but  I have no hybrid realms which break logical mechanics). Professions and classes do reinforce group roles, but again, Rolemaster mostly broke that a long time ago…AND…that’s why players liked it! So having broad access to all realms has the appearance of unbalance but it’s really just the case of applying “free market” principles to control player skill selection. Early on, I decided to use pre-requisite lore skills to gain access or use certain spell lists. This would be similar to requiring advanced math to do astronomical calculations or basic anatomy for healing skills (spells or otherwise). So BASE lists might require more lore ranks to learn while OPEN lists only need a few ranks. To me that made sense. But BASiL is a work in progress and participation in the Rolemasterblog and RMForums has introduced me to new ideas.

So lately I have backed off on the Lore skill pre-req approach. It added too much to my skill offering and was not tight enough. Instead I have changed my approach to the use of Magical Languages. It’s such a simple, elegant mechanic and solves a lot of problems.

In the past, Magical Languages have been a “bolt-on” mechanic; introduced in Companions and referenced in SW for added casting bonuses etc. Spell casting requires certain mechanics: verbal, gestures, focus, components whatever. But what is that verbal and gesture component? Should it have an underlying science behind it? Is the verbal component linguistically diverse? Can a French person speaking french or a German speaking German recite the same words in their own particular language to cast? That makes NO sense! Immediately, it would be argued that they aren’t speaking French or German but reciting “arcane sounds”. Exactly!!–casting requires a power language of some time that is divested of speaking languages. Once that is accepted the conclusion follows the logic: spells need be cast using a magic vernacular, a magical language. This doesn’t have to be just verbal recitation but gestures, body motions, chants or katas.

If you accept that, than building a number of magical “languages” becomes a powerful tool to limiting spell list access rather than arbitrary “professions”. An Elemental Language might allow casting element spells, while another may allow for Illusions, Arcane or other.

From a mechanics standpoint, I use the Magical Language skill bonus for the SCR. How can anyone cast a high level spell if they have a kindergarten mastery of a language needed to cast the spell? Mastery of magical language is mastery of casting. Creating numbers of “Power Languages”  that are needed for certain types of magic limits a casters ability to learn a wide range of spells and therefore reinforces “class tropes”. (on a side note, to me, the very people that argue for professions LOVE the Arch-mage, Warrior-Mage, and other unbalanced classes).

I.C.E. Deep Dive. Loremaster Series Review pt.4: The Shade of the Sinking Plain.

We are at the last chapter of my reviews of the original Loremaster module series. I wish I could say I saved the best for last; but that’s not really the case. While Shade of the Sinking Plain has occupied a place of curiosity, appeal and mystery for decades, it’s not that great. Basically a D&D module re-purposed for Rolemaster.

Despite it’s arguable quality, it’s generally seen as a “rare” book, at times on par or even more than the price of The Court of Ardor. SotSP can fetch hundreds of dollars or more in excellent condition. But has anyone read it or even used it in an adventure? A quick but not exhaustive search via google and I couldn’t find a single review of the Shade of the Sinking Plain!

First off, SotSP is a “Loremaster Adventure from North Pole Publications, Inc.” and prominently says so on the cover and ToC.  Interestingly, North Pole Publications did at least two other products: The Serpent Islands and Tome of Mighty Magic and there may be MORE. I don’t have time to hunt them down, but it would be interesting to find out more on the company. The credits can be found in the back. Apparently the author was Roger Walker with development credits to Terry, Douglas Bohlman and Rober Walker.  The remainder of the credits for art, production, editing and play testing seems a mix of North Pole and ICE.

The Cover.

The cover art quality is average but the scene itself is compelling.  A robed figure sits on his throne while slaves or pirates present treasure and booty. Skulking behind the throne is a Demon of some sort. The art appears to be done by Victoria Wheeler in 1983. The back side of the 1 piece cover is a large hex map of the “Northern Kingdoms” (which is Trademarked apparently). It’s a fairly simple map with only major geographic features, the location of the Shade’s keep, a few cities and that’s about it. Pretty sparse and in no way the quality of the Iron Wind or Cloudlords. (or Vog Mur for that matter). Again, we get the sense that this is an outlier. More Judges Guild for D&D than a curated ICE/RM product from Terry, Pete and crew.

Table of Contents.

The ToC looks like an attempt to bend the modules material into the standard Loremaster organization: section 1 is on the world of Loremaster, 2 is a general overview, 3 is Politics and Power, 4 is a physical overview, 5 is people of note, 6 is layouts, 7 is a gamemaster guide and 8 is scenarios/adventures. I’ll get more into the actual content, but it feels like there was a half-hearted attempt to “Loremasterize” some of the material by North Pole.

Material starts at page 2 and the font type immediately feels like Judges Guild or Midkemia Press than an ICE product with a smaller more distinct font. There is 1 page of the standard “world of loremaster” copy and then some definitions/glossary with RPG terms and historical people and items. Page 5 has a short general overview: basically the land of the Sinking Plain is an enormous marsh. That’s it in a nutshelf. A paragraph on inhabitants: the only humanoids are Trolls. The cities are mostly Common Man. The woods have Elves. The foothills have Goblins, Orcs and Dwarves. This is all very generic.

Politics and Power.

This section is an overview of the three cities: Zetta, Garrothold and Oriz, but the majority of the section focuses on Oriz. Why it’s called “Politics and Power” is beyond me. Zetta and Garrothold only have the briefest of material so the GM will have to fill in a lot of information for the cities to be useful in the game. Oriz gets a small hand drawn map (see above), lengthier material on different city districts, a rumor chart and some notes on the monetary system.  Strangely, each of the 8 districts are covered twice, first as descriptions and then again under a sub-category “Economy”.  Overall there is 5-6 pages covering the 3 cities and it’s sparse. The last section is a Vignette–a short first person narrative used to introduce the Shade. I’m curious whether this was written by Terry or an ICE staff member as the quality of the writing is much better than the rest of the module.

Physical Overview.

This section is short and a bit puzzling. First there is the crappy map you see above–my drawings are pretty bad, but that one looks like it took all of  minutes to draw. Unlike the other Loremaster/MERP and SW books which feature excellent maps, Shade just doesn’t keep up. Then there is a short section that describes the Shade’s keep and his Bronze Barge.  The barge is very cool, but this material should have just been inserted in the later “Layout” section. Finally there are some encounter tables that don’t work well inserted into the page layout–they should have been structured as actual tables in the back. Again, the organization of this module is poor and really breaks up the flow of information.

Peoples of Note.

This is really the “Politics and Power” section as it covers the key NPC’s and there history. This is the core of most ICE modules as it provides an overview of the dynamics and backgrounds of the key people. This section is a bit more comprehensive (punched up by Terry or ICE?), and covers the “Shade”, Aaron the pirate captain, Prince Arndre W’ricke ruler of Zetta, Danel Silens an advisor, King Y’rage, Smiley a war lord, and finally Lito Extempler prelate of the truth. Most of the section is spent on the Shade, as it’s the key NPC opponent for the players.

Layouts.

Section 6 covers the layouts of the key locations. First is the Shade’s keep:

It’s basic but serviceable. Then there are some detailed drawings of the portcullis winch system and piping used to disperse a variety of fluids: oil, acid, paralysis and “moron oil”. These oils are keps in cauldrons that run along ceiling tracks. Compared to the rest of the module, this is very specific and detailed and feels like Terry or Pete had a hand in this.

The next layout is the Shade’s tower:

This is a great layout and the layout key was definitely written by Terry or ICE. There are great traps, descriptive text and there are 14 levels in the tower. The Shade’s tower layout is really the best part of the module and a great drop-in to any campaign. In fact, it would be a great fortress for Roth Naku, the Lich that resides in the Thanor Stand (p. 68 Emer II).

The next layout is the Shade’s bronze battle barge.

The barge is huge, with multi story battle towers, rams, catapults and driven by an Elemental Engine. Very cool so far, but here is the kicker for me: the 380′ barge can be reduced to toy size and put in a storage bottle due to a spell “Boat in a Bottle”. I was never a fan of shrinking castles and ships and it doesn’t feel very Rolemaster.

Game Master’s Guide.

Section 7.0 is a mixture of material. The first part covers the “adventure phases”–basically the writer sees this module as a linear adventure rather than a sandbox setting like the other Loremaster books. It’s a short story in 4 parts: gather info, travel to the keep, the battle, return and collect reward. The next part introduced new magic items. There are a few good ones included but one in particular is like the barge: it’s a marble cube that transform into a 13 level fortress including forming a hill as it’s base.  Again, I’m not keen on the concept; it seems more whimsical magic than the more grounded magic found in Rolemaster. After the magic items, we have a number of new creatures: some Demonic creatures, some hybrids, snakes and giant spiders. Nothing to revolutionary or creative. Next are new spells. This IS interesting as North Pole Publications also did a Tome of Mighty Magic. Listed are individual spells that name lists and level so they can be incorporated into existing Spell Law lists. Many of the spells are more suited to d20 games but there are few goods ones:

Tangle Weed. Basically allows plants to attack using Large envelope. Plant attacks weren’t found in the first iterations of Spell Law (either Animist or Ranger) and seem pretty obvious in hindsight.

Alaup’s Zufferooma. I’m not a fan of “named” spells, but this one is pretty funny. It creates an almost indestructible, horrid, camel that is constantly surrounded by a sand whirlwind.

Healing Sleep. This is a good one. It basically sends the target into a deep sleep but also provides accelerated healing.

Hey Bartender. Yes, this spell summons a magical bar and bartender.

Elemental Summons. RM didn’t have any elemental summons for quite a while. The module has 6 summon and control spells that can be inserted into Gate Mastery. That’s a good add if you are using 1st edition RM.

The next few pages are the master charts: Personalities, NPC’s of Note, suggested player characters (thief, rogue, ranger, bard, magician, cleric), Master military, creatures, movement/travel rate chart, and several price charts.

Scenarios.

The final section breaks down the adventure path with very specific If/When conditions.  Again, the intent here is a standard linear adventure, the the GM is coached here to keep the train on the tracks. But in this section is something interesting: a simple large scale combat system. Basically this is used for a infantry or siege battle with 30 minute phases, morale checks, archery mechanics, fortifications and charts  for Attack Conditions, Heavy Weapons, Ship Capabilities and troop training. I’m not familiar with War Law, but someone should check these rules out and see if they make sense. They only take up about a page or two and it might be a nice little mechanic for troop actions in RM.

Overall impressions and thoughts. At it’s core, Shade of the Sinking Plain is a short, basic adventure. The efforts to expand it’s scope with cities and regional maps just fall short in quality and there is so little there it’s basically meaningless anyway. However, the Shade’s keep and battle barge are cool and interesting and the NPCs can be easily fleshed out. There are some good spell ideas and that battle mechanic may be useful for a quick and dirty mechanic. Ultimately, the most useful and well done section is the Shade’s tower and that definitely has a RM/SW feel to it.

Finally, for clarification, my module The Priest King of Shade WAS meant to be a re-imagining of Shade of the Sinking Plain. I kept the best “kernels” of Shade and expanded it into a more traditional Shadow World regional module located in SW Argyra.

Thus ends my 4 part blog on the original Loremaster series! Thanks for reading.

 

 

 

The Warehouse Heist

This week’s 50 in 50 adventure hook is The Warehouse Heist.
In The Warehouse Heist, the characters have been hired to recover a small item from a dockside warehouse. The item is hidden and the employer wants it removing before the shipment is inspected. However, the characters are not the only people looking to recover the item before it is found, and they may end up in a rooftop chase.

This is one of my favourites so far. The adventure has so many possibilities relating to what the item is, who else is after it, who hired the PCs and so on.

Hope you enjoy it.

Rolemaster Spell Law. 5 problematic spell lists.

I thought I would stir things up a bit and do a quick blog on what I consider the most problematic spell lists found in the early version of Spell Law. I’m going to refer back to Spell Law #1200 which is the punched up version of Spell Law from RM2. Now that I am fiddling with a 4th iteration of BASiL I had a chance to review my original notes and comments.

Obviously this is just  my opinion and I’m not suggesting that these lists have merit–I’m sure I could make a counter-argument on the utility of these spell lists as well. However, in the process of re-writing spell lists, I found spells and many lists that were marginal, needed quite a bit of re-jiggering or some just beyond salvaging. In fact, I found real issues with virtually EVERY spell list in Spell Law! What started as a rewrite of just a few problematic ones turned into BASiL–a full renovation of the spell lists. So while I can point out issues in every list, here are my top 5 problematic lists:

#5 Weather Ways. Channeling Open. Problem: Needs a complete re-write.

At first glance, this list would seem to have quite a bit of utility and be an automatic for Druids and Rangers. On closer inspection though, there just aren’t that many useful spells here–and there are only 16 spells to begin with! First off, the first quasi useful spell doesn’t occur until 7th level: Breeze Call. The 1st spell is about as bad as the famed “Boil Water”: “Living Gauge” allows the caster to know the EXACT TEMPERATURE of the surrounding atmosphere!!!! The next three spells are various predictions: rain, storm and weather. The problem of course, is that the GM will need to decide what the weather will be over the next 24 hours in order for these spells to have any real value. So it probably becomes a self-fulfilling function where the GM has to set the future weather to provide a spell result.  Plus, do you need to break down the difference in predicting rain, storms and weather via individual spells? Can’t you just have “Predict Weather”? So once you simplify the various prediction spells you are left with 7 spells: Fog Call, Precip Call, Wind Mastery, Clear Skies, Rain Call, Storm Call and Weather Mastery. 3 of those are 20th+ level so won’t be used in 80% of play. You can see my solution HERE. (needs a RM Forum user name).

#4 Way of the Voice & Far Voice. Astrologer Base. Problem: Redundancy, thematic confusion.

I always thought the Astrologer profession was very cool–certainly different than any other classic fantasy profession that I had encountered back then. Of course one problem is that it implies a specific setting or magic mechanic around “star power”, but that’s easy to ignore.  The Astrologer spell lists Way of the Voice and Far Voice are so similar in concept that they are just begging to either be consolidated or further differentiated. The most obvious issue is Mind Speech and Mind Voice. Mind Speech allows the caster to broadcast thoughts while Mind Voice allows the caster to mentally speak with a being. Mind Speech allows broadcasting to all within the radius and Mind Voice is only 1 target.  Mind Voice is 2nd level and Mind Speech is 7th lvl.  Mind Voice basically does the same thing as Mind Speech plus has the added ability of 2 way communication. Given it’s name, the list “Way of the Voice” should actually focus on “Voice” spells and yet there are only 4 spells that do: speech, suggestion, voice of command and word of command. The rest are all “mind” spells. “Far Voice” is almost all Mind Voice spells except for one outlier: 20th lvl “Lord Voice” that allows the caster’s voice to be heard up to 100’/lvl away. So I would move that spell to Way of the Voice, and port over the Mind Speech spells. Overall, there is at least one good spell list or two  distinct ones.

#3 Plant Mastery. Animist Base. Problem: WTF?

I don’t even know where to start with this spell list. Like Alchemist spells, this list doesn’t add a lot of utility in actual game play; it’s more suited for downtime or just reinforcing the profession’s premise. But then the actual spells are confusing or utterly useless. Let’s look at the 2nd lvl spell Speed Growth. It increases the speed of growth for 1 species of plant within radius by 10x. So it speeds up growth 10 days in a 1 day period. Then 2 lvls later the growth rate is 100x! That makes more sense, but under what conditions is this even useful? Herbs? Are GM’s populating healing herb seedlings for added realism? Then we have Plant Growth: the spell doubles the size of any 1 plant. It requires 1 day of growth…but…then states that the plant when fully mature will be double its normal size. So does this mean that it will eventually grow to twice it’s size, or it grows to be twice it’s size in a single day? So it’s speed growth AND size growth? Or, if the plant is already mature it doubles in size in 1 day? It’s very confusing and while cool to grow trees to 10x their normal size, if it takes a normal growth period then it loses quite a bit of in game efficacy.  Solution: complete rewrite!!!

#2 Spell Reins. Essence Closed. Problem: Poor mechanics.

This could be a great spell list, but as is, it’s poorly executed. There are 3 spells on this list: Spell Hold, Spell Bending and Reverse Spell. All are great concepts and mostly work, but there is some confusion as well. Spell Hold will delay a spell for X rounds and the target spell gets an RR. Simple enough? Then there is this odd “movement” rule built in that says that if the target caster moves more than 20′ (that’s pretty random) then the delayed spell will instead target a random person within 10′ of the target caster. This needlessly complicates the spell. Spell Bending is also more complicated than it needs to be. Basically the caster can deflect a Elemental spell from it’s target, modifying it by -10/10% failure. I’m assuming the target spell makes the RR and not the caster? It says the spell is deflected up to 10′ but I’m not sure why that’s important–the important mechanic is the penalty incurred  to the attack. It’s an instantaneous spell, but it’s not clear how a caster would react that quickly after SEEING a elemental attack cast. Would they have time? Would they need to be waiting/Opportunity action? I’m not sure I like the RR mechanic here. Why not treat it like Bladeturn or Deflection and just apply a fixed penalty that increases with the spell level? Finally we have Reverse Spells. The attack spell makes an RR or is reversed to it’s caster. That’s simple, but it’s still a instantaneous spell and would require the caster to anticipate or see the spell coming. I think all of these spells work better with a duration to avoid that reaction mechanic. One last thought it to merge these three spells into the Dispelling Ways list (which could be trimmed as well) to make a single cool “counter spell/magic” list.

#1 Spell Enhancement. Essence Closed. Problem: Too powerful and not necessary.

12 spells. Out of a possible 23. Not a lot of bang for your buck, so what do you actually get? An ill conceived list that breaks the whole spell mechanic. Basically there are only 3 spells on this list: Extension, which increases spell duration, Ranging which increases it’s range and the 50th lvl Permanent spell that’s completely insane since there is NO level limit on the spell that can be made permanent! Ignoring that bit of crazy, let’s look at the first two. The caster casts this spell first and then it affects another spell that is cast in the next 3 rounds (allowing for Class III casting times I’m assuming). It’s a spell that improves another spell. But how? Spell scaling via PP expenditure is much simpler and makes more sense. Let’s look at Firebolt. The 6th lvl has a range of 100′ and the next one at 11th lvl has a range of 300′. So 5 PP’s to get a +200′ increase. In Spell Enhancement, the Ranging +200 is a 15th lvl spell!!! Ouch! Not a lot of value in the Ranging spells, but how about the Extensions. x2 Duration in only a 3rd level spell! That is a crazy good deal for any spell 4th lvl or higher and only get’s better as the spell level increases. Why cast a 20th lvl spell twice in a row for 40 PP’s when you can cast Extension II and the spell for 23 PP’s and get the same duration. This is broken. Spell Law already establishes a clear linear progression of ranges and duration in it’s spells in almost every spell list. This breaks that concept, it’s unnecessary and isn’t even a good value in terms of the # of spells and the cost of using them. Solution: get rid of the list.

So what are your thoughts? Are there any lists that you find problematic? Has RMU solved many of the Spell Law problems? Is there a spell list you like or dislike? Let’s debate!!!