Random Musings. Sunday Thoughts on Rolemaster and other topics.

Random musings are my best way to cover topics briefly without any deep thoughts on a particular subject. Likewise, I appreciate quick responsive comments from our readers–insight may be elusive, but many throw away comments can create new ideas and inspiration!

  1. This blog article. I argue incessantly against tropes, but societal/historic/racial tropes are the easiest to embrace while creating the “theatre of the mind” necessary for gameplay. Tall, muscular, blond beserkers encapsulates the viking trope; small, fast, lithe with epicanthic folds is the default for asian martial artists and the associated social memes. Adopting historical cultural memes and transplanting them to fantasy is easy–both in terms of design and in terms of enforcing an imaginative world.
  2. On the same subject..part of the challenge as a GM using Shadow World is conveying racial identifiers with the corresponding culture. I think Terry did a great job creating a WIDE array of “races” (human) that mix many of our own worlds physical qualities. Yes, some suffer from the same mixture of stereotyped racial traits (tall, muscular, blond) or (lean, dusky skin, angled eyes), but he throws in enough differentials (black hair w/silver streak, or height etc) to mix it up. But, because of that, I find it harder to transmit these racial traits since they defy our common racial models. What do you think?
  3. New armor. I can’t remember what I was reading, but in the book, the protagonist had cloth armor reinforced with “magicked glass”. Sounds like Laen? I like that, and while Laen is rare, hard to work and expensive, it seems like a great armor type: cloth or leather sewn in with slim laen plates. I will add variations of this to my Shadow World “Special Armor“.
  4. Brian’s Book of the Month. The Thief Who Pulled on Troubles Braids. I’ve been tracing down good urban fantasy thief stories, but this turned out to be a bit different. In fact, it feels very Howard/Conan/Hyborean.
  5. Between this blog, referenced article elsewhere and RM Forums there is a intensive conversation about IP, self publishing, open or limited licensing of ICE and SW IP etc.  While I appreciate “ICE”‘s protection of IP, the reality is that time is not on their side.  I’m 48. The average RM Forums member is in their 40’s to 50’s. I think the owners of the IP are the same age or older than me. Where is this all going? If ICE was my client, and we referenced the “Industry Life Cycle” curve, I would say that we are on the down slope in need or reinvention. Is RMU the reinvention? Perhaps, but the market now requires liquidity for game adoption: easy or pregen character, ready to play adventures, high quality maps and graphics and a steady stream of product output.
  6. Activity. Does anyone note that the activity on the RM Forums is LOW? That’s not good. If you have a thought, idea, download or even an adventure, why not post it up to the Forums? GET INVOLVED.
  7. I’m watching “Halt and Catch Fire”. WOW. I was a startup in the web 1.0 days myself, had a building full of coders, a dream and crazy cashflow drain (that I mostly funded). After hours we played a Clancy game networked on our servers. Weekend nights we ran a live show venue with the hottest bands–our internet launch included String Cheese Incident, 500 people, 20 kegs and several summons for “disturbing the peace”. That was eVibe.com.
  8. Finally. I’m putting up the basic doc of the 1st Chapter of “Legends of Shadow World: The Seers of Strok”. This is the first part of a 5 part adventure for 50th level adventures. I purposefully did not include the stat blocks for the pregen characters, NPC’s or “monsters” due to IP issues, or just holding some stuff back. Mostly I’m doing this to create some activity (see 6 above) and because I keep getting emails and messages that I’m full of shit on the work that I do! (they actually say it much nice than that). I will say that I have sent Priest King of Shade to Peter and a few other people for their review so they can get a sense of the final product AND how close it is to publication. Here is Chapter 1–for GMs ONLY:

50 chapter 1 – The Seers of Strok

My only concern is that I do lay out the subsequent chapters to help GM’s plan ahead, but it’s also a bit of a spoiler. Also, apologize for the “graphics”–I’m doing this myself and it works for my own group.

Anyway, enjoy!

Why kill a PC out right?

What advantage does killing a PC actually bring to a game?

Does it add to the drama? Probably not. Does it add to the story? Again, probably not.

Imagine that a PC party is fighting a gang of orcs and the main fighter is knocked out cold and the fight goes badly. In the end the magician grabs the cleric and using long door they escape.

So what happen next?

The GM has two options. The fighter is dead and the game session pretty much ends for that player has they have to create a new character*. The rest of the party head back to town and try and recruit a new muscle man for the adventure to continue. The other option is that the character is a captive of the orcs and the remaining PCs now need to mount a rescue. The fighter is master of his own destiny to some extent and can try and engineer their own escape.

I am not suggesting for a minute that the PCs should never die. Without that threat it robs the game of some of the sense of danger. A one hit death on the other hand adds nothing. An unconscious character is maybe capable of being revived if the party have the right healing. An unconscious character is still an active part of the story. Even if they cannot talk then are a burden that needs to be carried, slowing the party and changing their tactical choices.

Sure, the orcs can kill the character, maybe even eat them, but does a random roll of 66 on the critical table need to be so fatal?

There will be times when the characters death is inevitable or even desirable and a heroic death can top off a campaign perfectly.

This is an off the peg critical:

Neck strike shatters bone and severs an artery. Foe cannot breath and is inactive for 12 rnds. The poor fool then expires.

What are the chances that the foe will live for 12 rounds? I am guessing that if it is an orc then the PCs will finish it off just to make sure of the exp. If it is a PC that has taken the critical then either some kind of Fate point will be spent which reduces the fatal result to unconscious or causes a complete re-roll or the party healer averts the death or the GM fudges the result to keep the PC alive or the PC dies.

The Fate point option just reinforces what I am thinking, that the death doesn’t add anything to the game so additional optional rules are required to fix the broken rule.

The Healer healing the wound is the perfect outcome, even more so if the healer is another PC and not a rent a medic NPC. The rent a medic is really just a walking, talking GM fudge.

If the GM fudges the result then it is just pointing to the death being ‘not fun’ and so why is it in a game?

If the critical read Neck strike shatters bone and severs an artery. Foe cannot breath and is inactive for 12 rnds the passes out. The victim will die eventually unless help arrives.

The effect during the combat is identical but the death is no longer certain. It is down to the narrator to decide what is best for the heroes story.

What I think I would love to see is a critical that reads:

Crush foe’s skull. +30 hits. Opponent dies immediately or if they are a PC then they are unconscious. Add +20 to your next swing. You have a half rnd left to act.

Yes, an entire two-tier system with the odds inevitably stacked in the heroes’ favour. Surely, we are sat around the table to tell the heroes’ story and have fun doing it?

 

*not all new characters are 1st level so creating an 8th level character, for example, can take a damn sight longer than just a 1st level one to re-join the party with.

 

Made Men. Made Weapons. Do you run a personification campaign?

I recently read “The Kings of the Wylde“.  A bit of tongue in cheek that played on common fantasy tropes but still created a strong image of a certain type of a fantasy setting. It was an irreverent version of Ambercrombies “The First Law” series.

The commonality between the two is the concept of “Named Men” and “Named Weapons” that is integral to the respective settings. The Kings of the Wylde took this concept one step further, embracing modern trends of fame, wealth and popularity.

While I don’t have the time to embrace other settings or rule systems besides ICE/Shadow World, I find this “extreme personification” setting very appealing!

“Named” people and weapons are not just for super powerful beings or historic figures–it’s the idea that adventurers can make a name for themselves and likewise “name” their reliable weapon. They don’t have to be demi-gods or artifacts to be named. Basically it’s adopting our societal embrace of famous actors, wealthy business personalities and the Kardashians to a fantasy template.

RM doesn’t have a rule framework for “fame” but it could be easily adapted. I just like the idea of my players earning fame (and not just fortune) along with their named weapon. It feels like a superhero game system or one of my favorite movies…Mystery Men.

While Shadow World has a DENSE timeline and history, much of that depth is lost on day to day play. My players can’t recall most of the famous people, alive or dead, that are included in the timeline. I like the idea of making it more immediate and visceral. A world where even the lowliest groups give themselves “rock star” names AND give name to their favored weapons, shields or armor.

It’s a bit over the top, but what a world! If murder-hobo’ing is a reality, why not create a setting that celebrates them!

 

The orcs are coming!

Before I get on with the main point of today’s post I want to digress somewhat…

I use Google Drive and in there is a folder of ideas. In the ideas folder there are a great many other folders. Every time I have an idea I create a folder for it and then stick a simple text document in the folder to describe what I was thinking. If it was inspired by an article or an image or whatever then I may stick all these things into the folder.

As a general rule I create more folders like this each week than I complete. Some of the ideas I will never touch again. Maybe I have a deeper look and realise that it was not a good idea. Sometimes I turn them into full on commercial products either RPGs or supplements. I have published one game (3Deep), one is about to go to public play test (Devil’s Staircase Wild West Role Playing) and one has been completed once but upon reflection needs revising. One game (Rolemaster Kids) is still in its infancy as I have not completely finalised the core mechanics let alone all the supporting material.

My supplements vary from simple 10 page adventure outlines to 60+ page more substantial supplements. I think I have published 30 or more or the smaller supplements like that.

There are the things that do not really fit in any neat category. These bounce around. Sometimes I work on them and they start to develop and then I look back and strike down a lot of what I had already written when looking at it again after a break.

This month is unusual as I have actually completed more of the mini projects in my ideas folder than I have created new ones. In addition I have learned some new skills that have solved a problem that was holding many of the other projects back.

One of these ‘bed blocker’ ( a terrible phrase used to dehumanise elderly patients being kept in hospitals because the UK has inadequate social care for the elderly ) projects was to convert the D&D 5e monsters from the SRD (Standard Reference Document) into Rolemaster compatible monsters.

The sorts of monsters I am talking about are orcs, goblins, giants and amusingly a Balor which is a D&D attempt to sidestep the Intellectual Property rights around the Balrog in role playing games. So D&D stole the Balrog to make the Balor possibly from RM 1st Edition and I am now converting the Balor from 5e back into RM. What goes around comes around. As all these monsters are part of the SRD we are free to use them as long as due credit is given.

So what is the point?

The point is that we spent the summer writing adventures that we really wanted to use to promote Rolemaster but we were hobbled at every turn because we cannot publish any of the monster stats as they are ICE IP. We cannot talk about what spells and lists the NPCs may have because they are covered by ICE IP and so on.

So I have had this project on the back burner since I first started this blog. I published a few monsters converting denizens of the underdark as new Rolemaster monsters. The intention was to encourage more D&D players to try Rolemaster. The more of the Forgotten Realms monsters that were available in RM means that players can reuse all their FR books but with RM PCs.

So last week I made an Orc. This is just the basic grunt of an orc and I used my own rules to create them. Bearing in mine that this is a D&D 5e Orc what do you think?

The stat bonuses include racial modifiers and there is still some work to do. I want to get rid of the (MS/AG) SL/MD crap and use real words that anyone can understand without having to use a look up table.

Orc

Orc Grunt

Level 3
Base Rate 55’
Max Pace/MM Bonus Fast Sprint/+10
Speed (MS/AG) SL/MD
Size/Critical M
Hits 58

ST AG/QL CO RE/EM IN/ME PR/SD
80 60 80 35 55 50
+15 +5 +15 -10 +0 +0

AT 3 (20) Leather Hide or by Armour type
Attacks OB 38 Weapon Spear or Javelin
Environment: Temperate hills

Organization: Gang (2-4), squad (11-20 plus 2 5th level sergeants and 1 leader of 9th level), or band (30-100 plus 150% non-combatants plus 1 5th level sergeant per 10 adults, 5 8th level lieutenants, and 3 11th level captains)

An orc’s hair usually is black. It has lupine ears and reddish eyes. Orcs prefer wearing vivid colours that many humans would consider unpleasant, such as blood red, mustard yellow, yellow-green, and deep purple. Their equipment is dirty and unkempt. An adult male orc is a little over 6 feet tall and weighs about 210 pounds.

Females are slightly smaller.

The language an orc speaks varies slightly from tribe to tribe, but any orc is understandable by someone else who speaks Orc. Some orcs know Goblin or Giant as well.

Most orcs encountered away from their homes are warriors; the information in the statistics block is for one of 1st level.

Combat

Orcs are proficient with all simple weapons, preferring those that cause the most damage in the least time. Many orcs who take up the warrior or fighter class also gain proficiency with the

falchion or the great axe as a martial weapon. They enjoy attacking from concealment and setting ambushes, and they obey the rules of war (such as honouring a truce) only as long as it is convenient for them.

Comparing Orcs

So this is just the basic orc. How do they compare?

  • A rolemaster orc is 2nd level and mine is 3rd level.
  • A Rolemaster orc has a base move of 50′ and mine 55′
  • The default #hits is 50 and mine has 58.
  • The AT and DB was 8(30s) and mine is 3(20) but without a shield or wearing armour.
  • OB-wise the default orc has an OB of 40 for both melee and missile. Mine has 38 for both.

The first impression is that of swings and roundabouts. A few extra hits here and a couple of points less OB there. C&T offers us two orcs a lesser and greater. The D&D 5e monster comes in 5 flavours from Grunt 3rd level to Captain at 11th level.

All my experience is with RM2 and RMC and I was trying to fit the 5e Orc into the RM2 Orc’s shoes.

All my playtesting of RMU has been human vs human as the normalised monsters in Beta 2 filled me with horror. How would this Orc stack up against an RMU PC?

Rolemaster Monster Manual

I am not offering a Rolmaster Monster Manual, or at least not soon. What I am offering is to build a reference of monsters that will be free to all and free from IP restrictions. This means that we can finally properly stat our adventures.

This is work in progress but I will make two commitments. Firstly, I will not sit on this until it is all complete. I will be releasing each creature as I do it. I have not thought about formats yet but I think many GMs would like a physical book they can flip though and stick book marks in. So if that proves to be true then I will publish this, but that is a discussion for another day. The other commitment is two fold really. I will commit to doing this as fast as I can, not a monster a week as that would take years. One the other had I cannot say I will spend tens of hours on this each week; there has to be a compromise. That compromise will be that Rather than starting from A in the monster manual I will do things on a request and demand basis. If you are looking at publishing an adventure but want a monster then let me know and I will create the monster for you. That is the request element, if there is a request for a monster then I will supply it.  I work on many adventures, these days mostly for the Fanzine. If I need a monster then I will create it and then add it the public list. If there is a demand for a monster then I will meet that demand and then share it.

I will have a think about the logistics of all this this week.

 

 

Deconstructing Magic in Rolemaster. Magical Auras.

Over the past year, I’ve touched upon some new Spell Law concepts:  a different take on “Channeling“, a new way to look at “Summoning”  and the concept of “Links” or “Threads”. When I work on creating new spell lists for Rolemaster and Shadow World, I tend to come at it from a different perspective. I think many new lists featured in RoCos and the Guild Companion were devised from a Profession-centric approach. ie a new profession class is generated and then spells to support the concept are created. I’ve also done that with my Hierax Guard and a few others.

However, my more favored approach is a deconstructive process: what could magic do and how should it work? I’m often inspired by the books I’m reading–especially if it contains a novel or interesting magic system. While I’m reading I try to visualize how the books magic might work in the RM system or write a few spell lists derived from the ideas in the story. Since I read quite a bit, I average one or two lists per month that I sketch out and and drop in a review folder. I have almost 75 lists that I need to finish off, assign a “realm” or discard!!!! Out of those, probably 40 will make it into BASiL in my next iteration, pushing the spell list count to well over 200.

So what are some new mechanics for Spell Law? As an example, let’s use the “Detect” spells, specifically Detect Essence (or the other two realms for that matter). The spell allows a caster to detect the presence of Essence–not the type of spell or power or even the strength of the spell. That’s simple and still useful, right? But the spell works like a telescope–the caster can examine a 5′ radius area per round–as if they are peering through a telescope at a small concentrated area. Why does it work that way? DnD. In DnD, the ability to detect magic was critical–especially in analyzing treasure to see what, if any, objects were magical. So why can’t the spell work differently? Why can’t the caster just “see” the magical auras of objects, people, PP reservoirs, Essence Flows, Foci, active spells etc. Does that unbalance the game? Does it seem too powerful?

In Shadow World, magic is everywhere and RM already introduced the concept of spell casting color manifestations and “power perception” as a trainable skill. This lends to the idea of “auras”–magical emanations that are generated by magical fields. These auras can be seen via spells, scrying (or in the case of “High” Elves, perhaps through normal visual perception)

One of the benefits of having auras is not only can you have spells to see and perceive them, but you can have a whole other set of spells to hide, distort or change them! This creates another level of caster “dueling” where aura detection and aura masking or distortion spells conflict via RR’s, caster skill or spell skill bonuses.

Like other Spell Law list progressions, detecting and viewing magical auras improves through levels. At lower levels, the caster may just perceive the presence of magic, while later spells could perceive power level, realm, type of spell or “links” between another caster and a target they are controlling or concentrating on. This visual interpretation of spell affects provides a more cinematic approach to casting, without the general solution of casting “colors” (which I feel are a bit too “Snidely Whiplash“).

More importantly, the ability to view auras can work differently between realms–further differentiating realm powers and caster ability. One idea would be to have Essence casters access to quantatative aura detection (power, type, strength etc), while Mentalists have an easier ability to see mental connection/control/concentration between two or more people and Channelers can see “channeling auras” indicating what god a caster is associated with.

Another benefit is that it creates a unified structure for detection and analytics for all types of magic. Right now, Spell Law is a hodge podge of mechanisms that often require GM arbitration. For me this is the key to Spell Law deconstruction/reconstruction. Viewing RM magic through an unbiased lense, questioning built in DnD tropes and then rethinking accepted spell mechanics can lead to clearer, more flexible and interesting Spell Law.

What Merriment One Can Have With a Broadsword and a Drunken Elf!

Somewhere in our deep dark roleplaying history someone made a mistake. They had misread the racial description for Elves and rather than making them immune to normal diseases had made them immune to normal poisons. This had a consequence of making it impossible to get an elf drunk.

When my last campaign started I wanted to correct this error and pointed out the rules where it shows the immunity and resistance roll mods to show the players that we had been doing it wrong all this time. I was amazed at the players reactions (if those that wanted to play elves.) The ability to drink anyone under the table was really important to them despite the fact that is was a blatant mistake on our part.

They were adamant that elves cannot get drunk. I tried to argue that if Alcohol doesn’t effect them then how do all the healing herbs work? The answer was that herbs were magical and alcohol is natural. There is no helping some people so in my game now when ever an elf takes a healing herb I make them make a resistance roll and if they make the roll then the herb has half the usual effectiveness. Believe it or not the players are happy with that.

That little story has nothing to do with today’s post. I just wanted to share it as I was creating an Elven NPC and I just saw the immunity to disease on the character sheet!

So What Is It All About?

The last fanzine I published was the Halloween special and it is proving quite popular. The Shadow World issue was the best selling version to date. Don’t get me wrong, these sell in tiny quantities but I am hoping to build the readership over time and I hope it will grow significantly once RMU is released.

I would like to create a Christmas Special and pack it with cool playable material. Adventures, magic items, maybe a Grinch monster, some Icelandic Christmas Trolls and some festive spell lists. Really what I am asking is for anyone who like to contribute anything to a Christmas Special then please do.

I am trying to make the Fanzine a GM’s resource. By putting monsters and adventures in a ‘paid for’ publication then there is less chance that one of their players may have already have read the plot and know the twist or the villain. The Halloween Special includes three adventures and ‘new’ monsters, as these are my own creations I am free to publish them. All a GM would have to do to play them is create a couple of NPCs.

So try putting your creative hats on and send your submissions to weareareallawesome AT rolemasterblog DOT com!

 

Ascendancy. The pathway to Godhood in Rolemaster.

Earlier this year, I blogged about the concept of players channeling power and or spells to “followers”. To me, this was a natural progression of the original Channeling Skill & Spells found in the earliest versions of Rolemaster. I was always intrigued by the channeling concept in RM, but we never, ever used it in any of our games. It’s a powerful concept, especially for game system in the early days of RPG’s, but the game mechanics were clunky and the upside benefit during gameplay was never really clear.

A workable Channeling mechanism is the first step towards a character gaining “followers” and having the ability to send power or spells to these acolytes. Isn’t that flirting with some concepts of deification?

This topic has now come full circle for me and I wanted to think it out via this blog. I’m working on multiple projects, but most actively on my 50th lvl adventure series and re-examining high level spells in my Spell Law re-write. These adventures forced me to think about high level challenges, the power curve of skills and spells, and the general ecosystem of 50th level characters.

Rolemaster is not “epic” in the sense that characters are granted special abilities upon reaching certain levels. So while most players might think that attaining 50th lvl would somehow bestow a special capacity upon a character it’s not the case. For spell users, 50th lvl spells might be cool, but I don’t think particularly revelatory–and in many cases, not that powerful. Obviously arms users don’ t have access to any transformative abilities at 50th level.

Some game systems have introduced game mechanics that allow powerful characters to receive special abilities at high levels. (did the Expert Immortal set do this first?). My favorite example in fiction is in the Books of the Malazan. In this setting, which is based on the authors own RPG campaign, Erickson clearly establishes the concept of “Ascendancy”. Since he doesn’t spoon feed exposition to the reader, it wasn’t clear what the mechanism is exactly; or even what special abilities are imparted upon such. Now we have much more info on the setting, and per the Malazan wiki we have:

Ascendants were individuals who had transcended death. They formerly had been called First Heroes.[1] Ascendants could become gods if they gained sufficient following among mortals but they were not gods by default. They were more or less immortal, but could be killed. They had access to magic, even if they were not mages prior to their ascension.

So it appears the benefits are: immortality, one step closer to Godhood, access to magic. That’s interesting and certainly reasonable to incorporate into most fantasy settings. Immortality is an easy one–it’s not like players are going to game out a 1000 years of life and longevity doesn’t really impact gameplay. But does immortality include self-healing or regeneration? That’s unclear. Access  to spells/magic seems reasonable as well. Rolemaster is flexible enough that it would be simple to create special Closed lists for Ascendants. So it seems to me, dependent on the setting (it’s always about the setting!), including Ascendancy is relatively easy to do in Rolemaster!

So why would a GM want to add this functionality into their RM game? Becoming a God (via an Evil Ritual)  is a common plot meme for evil foes. Once you establish something is possible than it needs to be allowed for all characters, right? Is it unbalancing to have a long term goal of a player becoming MORE? Perhaps not a God, but a Demi-God or Ascendant or Hero? Isn’t that the basis for fantasy RPGs?

Since this is also dependent on the meta-physical underpinnings of the setting, does this work for Shadow World? The Gods of Orhan/Charon aren’t “Gods” in the strictest sense, just powerful beings from an alternate realms. Kulthea has “local gods”, demi-gods and other powerful beings. So while there might not be a strict classification of Ascendants, it seems there are some. I introduced Ascendancy in relationship to the Dragonlords in my own campaign. (See HERE at the end of the post). I was trying to tie up loose ends and wanted an explanation for the origins of the Dragonlords. The Earthwardens, via a ritual, Ascended to a higher state, beings of raw, elemental Essaence.

So, how else could Ascendancy work in Shadow World? The setting has many local gods, spirits and avatars…could a player become one of those? My own version of the Channeling Spell list discussed in the other blog is the stepping stone to Ascendancy. Players gain followers and create a feedback loop of power and spells. The more followers the more power the character has. But is this enough to establish “godhood” or some derivative of it? What other mechanisms could be put into place?

  1. Special access to Essaence Foci or Flows. One commonality of local gods is that they are centered on special locations, geographic features or an Essaence Focus. Perhaps a bonding or imprinting between the character and Foci could be step?
  2. Access to “Arcane” spell list(s). RoCo I established some of the baseline of this topic: Focuses, high level spells to become Dragons etc are in the DNA of Shadow World.
  3. “Granting”. Perhaps the Lords of Orhan can give a character lesser access to the Essaence “aether”. This might be raw power, special spell abilities or some aspects of immortality. Sort of like accessing a wifi signal on a local hub.

For a game system that is pure skill based, the “high fantasy” aspects of Ascendancy mechanics are intriguing to me. What do you think?

Yahoo!!!!! Weekend Roundup: October 8th 2017.

It’s been a while since I’ve done a “Weekend Roundup” of interesting articles and news that might be RPG related, a good Shadow World hook or inspire a GM or player. Lots of good stuff since my last one…Shall we begin?

Banished to the Void? Does anyone know what’s going on?

How do the peoples of Kulthea see the Flows of Essaence?

Here in my home state of Maine! 50 skill ranks in boatbuilding?

Is feeding an army even an issue with “Create Food”?

I blogged about a pathway to Godhood (sort of). The Egyptians wrote a Book on the topic!

Would someone please do this for Kulthea–or at least Eidolon! How cool would that be?

What happens when summoned Demons get loose into an ecosystem? (part of Priest-King of Shades plotline btw)

The future is here! Althan technology in the hands of children.

Animal armor! Here is my version of special armor for Shadow World and previous blog on this topic HERE. (RM forum membership required)

Earthwarden complex?

Non coinage currency. Do you use any in your game world?

This is important. Though I’m not sure I grok completely.

The multi-class Egyptian.

The real Ship Graveyard! (another element in Priest-King of Shade)

The Syrkakar!

Energy to Matter conversion! And it mentions D&D! (I blogged on this this HERE.

Skill ranks in Memory?

Roman Tomb Raiders?

Adventures needed

Hammer of the Gods.

Last, but not least. My 2nd annual Halloween Spell List: Undead Hunter.

Undead Hunter

 

 

 

‘Well sir, if I were you, I wouldn’t start from here’

Rolemaster Unified Character Law Cover

This is my reply to Brian’s http://www.rolemasterblog.com/rmu-mission-accomplished/

Well here is a real bunch of thoughts for you…

Firstly, I don’t think the RMU devs have any intention of attracting new players. Through their inaction they have proved their intention. If they had reached out to any one of the other games systems communities and looked for play testers they would have got fresh eyes on the rules. They would have found out if the rules as written are enough to engage those new to RM. They would have started the discussion about the new version of RM with the wider gaming community. They would have raised ICE’s profile all over the world and the on going conversation would have drawn in more people.

They didn’t do that.

There was never any hope that RMU would really unite the RM2 cohort and the RMSS cohort. There are things in each version that do not appeal. None of us ‘need’ RMU as we all have bought and paid for games that fit us like a glove. We have nations of NPCs that would all need recreating and ploughing thousands of hours of work just to get back to where we are now. On top of that there are bound to be parts of RMU you don’t like compared to the version you play now. I don’t like the size rules but the experimental tables on the forum get rid of most of the problems, the complete rewrite of creature law to get rid of normalised stats get rid of more. I have never liked talents and flaws and that is for the most part the last bastion of the size rules. That is just my perspective. Hurin, not to put words in his mouth, will not be using the skill category system. He wants individual skill costs and the RM2 professions. I like his 5AP variant of the combat round as well.

The point is that the existing community are so used to house ruling and the modular design strength of RM that none of us are going to play RMU, we are going to play a personalised variation of the rules. As you say above, you have already decided what will make it into your game and what won’t.

RMU has been designed for people who want a new RM but they want it to be just like the old one but better. The problem is that those people already have a game that is just like the published RM but better, that is their own house ruled version.

Look at us… Brian has his own character law (SWARM), his own spell law (BASiL) and working on his own arms law (that I think should be called BAAL Brian’s Alternative Arms Law).

Intothatdarkness has the modern weaponry rules and unique variation of character law.

Hurin is the most dedicated to RMU but will also the biggest issues with Character & Arms Law.

Edgltd doesn’t even play RM.

We haven’t seen Warl on the forums for a while but I have played in his game and it is very heavily house ruled when it came to Character creation, combat and magic. What else is there?

RMU cannot and will not meet all these peoples’ needs. It cannot be a unifying force.

So here is a hypothetical question for you.

If you sat down at the gaming table and your character has the right stats in the right range (1-100). They had the right magnitude of stat bonuses the right number of skills and those skill to the right level of competency do the rules that creating the character matter?

We all have our own hybridised versions of Character Law and yet all our characters fight the same monsters in Creatures and Treasures in the same numbers, deliver the same criticals and take the same wounds. Do the character creation rules actually matter?

Brian has SWARM, it sounds like OLF on the forums and I are going down the same road with Spell Law and the open and closed lists. Spectre711 on the forums does not even use spell law, they exclusively use Elemental Companion, then does it matter what the source of the characters spells are (from a rule book perspective) as long as they are all on the same power level regarding ranges, durations and effects?

I am creating a new monster book based upon creating all the D&D 5e SRD monsters into Rolemaster compatible monsters. This will mean that I can produce completely statted out adventures without using any ICE intellectual property. I can also share that document so other adventure writers will be able to do the same. The book will be published under the WotC license as I am using their intellectual property. Edgltd said himself in a comment only this week that RM could go back to its roots and engage with the 5e and Pathfinder community.

Long ago I used to write this blog completely on my own, producing two posts a week, week in week out. In 2015 I produced this post http://www.rolemasterblog.com/roleplaying-games-do-not-exist/ and I still hold to that idea. The problem for RMU and ICE is that if the experienced players do not need Character & Arms Law, Spell Law and Creature Law and none of these have been designed to be attractive to new players nor to draw in players of other same genre games then who is going to buy into RMU?

I think ICE are going to have to do the most outstanding marketing task I have ever encountered and I am a lover of marketing, both in my professional life and privately. I would love to be in charge of marketing RMU. The problem is that I would have wanted to start 5 years go. There’s a well known joke about a tourist in Ireland who asks one of the locals for directions to Dublin. The Irishman replies: ‘Well sir, if I were you, I wouldn’t start from here’.

Things I would have done…

I would have posted invitations to the first beta on every major gaming community. To give you an idea scale I rarely ever see more than 7 names and as many as 15 guests as being active on the ICE forums. Right now there are 3 registered users and 11 guests the best ever was 276 back in 2006. On the first D&D forum I look at there were 191 members and 398 guests right now and the best ever was in March this year 18344. The first War Hammer forum I looked at had 600 users online at that time.

I would have bundled up a play test set into a single zip file and put it on RPG now as a public play test. By letting people download it that way you can automatically send out updated version and you are immediately building a marketing contact list for when you want to sell them the finished rules (at a hefty discount but everyone appreciates a thank you).

I would not have produced multiple hundred page PDFs for each book. Each chapter would be a separate document so they are easy for the tester to read and digest. You can then hold a separate discussion on a chapter by chapter basis with your testers. That sounds like a Dev action but it is actually marketing. The more people you engage with the more good will you will engage.

There should be a playtest adventure and playtest pregen characters as a single download. This will get people actually play testing your game without having to read and understand 1200 pages of text. Play first and look under the hood second. You can commission some great evocative art for that first adventure and the characters to fire the imaginations of these first play testers. Art does not have a short shelf life. You can reuse it in the final paid product so nothing is lost.

That art is the only expense in everything I have just outlined. You can pick up some great art on Deviant for $20 a piece so there is no real need to spend more than $200 in total. I would set myself the aim of getting 300 active play test groups. That then would show up the flaws in the system but also bring in 300 advocates for the new game. That isn’t a limit either 300 would be my failure test. Any less than that and I would have considered my efforts a failure. There is no real maximum limit for the number of testers you could reach. Over time that community is likely to grow as more people discover the game. The more testers you get at the beginning the bigger their online footprint becomes.

With a large testing community the flaws will be found faster, the rules refined faster and the game would have been brought to market faster. I would have expected it to be on the shelves back in 2013. By now we should have SMU and some companions out!

I don’t think that is overly optimistic. I do recognise that this is a rambling mess of a post. I think the nub is that RMU isn’t really for us, it is for the next generation. That is its mission. Whether it is accomplished or not remains to be seen.

 

RMU: Mission Accomplished?

I’ve been reluctant to comment directly on RMU; the rules are still in Beta and I’ve already decided what pieces to adopt in my own game. I think there is a lot of fantastic stuff in RMU–some of it inspired me to modify my own house rules or change the way I think of an RM mechanic. That’s a positive sign for any new rules in a system played predominantly by older games who are fairly set in their ways. Early versions of RMU inspired me to make wholesale changes to my game. In all honesty,  despite the time I’ve spend re-writing Character Law and Spell Law, I was never going to tackle Arms Law. I just didn’t have the interest or patience in re-writing the attack tables–but they did need work. So thanks for that guys!

My last blog, I talked about the need for RMU to fully integrate a game setting. But let’s talk about the most over-arching criticisms of Rolemaster, deserved or not: character generation (chargen) and “chartmaster”. Do a google search: “rolemaster chargen“, “rolemaster chartmaster“, “rolemaster system” etc. Scan through the results. Read other RPG blogs that discuss Rolemaster. Putting aside comments about grittiness, granularity, verisimilitude and deadliness, the most common comments about Rolemaster are the length of time of character generation and the profusion of charts. This isn’t my opinion–it’s intertwined with the Rolemaster brand.

Here are a few examples:

“Character creation and advancement became a bear.

However, character creation and, even more so, levelling up, is where the system’s crunchiness really shows. I think its even accurate to say that the massive crunch of the system is very front-loaded. Making a new character is a session-long endeavour, I used to dread going up in level, because it meant another 15 – 20 minutes of calculations

Now, next question….

Does RMU address or solve these 2 most common criticisms?

I’ve already blogged about a variety of ways that RM(U) can reduce or eliminate charts. I’ve also blogged about character gen in 15 minutes. Both discuss my own solutions for these two cited issues. Those are just my solutions, and per the comments, there are many people who don’t agree. So let’s just tackle the base question.

Unifying the various rules systems and updating the ruleset are great goals. But if the two most frequent criticisms of Rolemaster are left unaddressed, how does the system move forward with a new player base?