Amazing Treasure Hoards!

Do long-time rpg’ers get desensitized to treasure? I think I was 11 or 12 when I first saw the Basic box cover and was fascinated by the treasure and items in those colorful illustrations. I was equally fascinated by Mel Fishers treasure hunting and dreamed of becoming a marine biologist or treasure hunter myself.

My first D&D adventure was just me and my friend and he ran me through a very simple layout: stairs, corridor, pit trap, slime, metal bars, and a treasure chest. Like you, that simple format hooked me into D&D and roleplaying from then until now. I wonder if it was the inevitable monty-haul, or just the sheer amount of treasure needed to level up when 1gp = 1 exp. Over at RM Forums there was a short discussion of generic treasure (for instance 2000 gp, 5000 sp, 10000 cp and a gold sceptre) but that feels more like an accounting tally than an awe-inspiring treasure hoard. After playing for 30+ years, can you recover that sense of wonder and delight? I think part of OSR is due to older gamers wanting to recapture those golden days when roleplaying was “an elegant weapon for a more civilized age”.

I’m not sure we can ever relive those heady days, I tried re-playing Basic, Expert and AD&D and it sucked! However gaze in wonder at real life treasures for inspiration in your own adventures and campaigns.

Bronze Age microscopic gold work from around Stonehenge.

The Malagna Treasure.

The Eberswalde Hoard.

The Treasures of Troy.

The Staffordshire Gold Hoard.

Varna Man.

Scythian Treasure 

Intricate worked gold, delicate jewelry, master crafted vessels. Treasure can be more than gold coins, they can be works of art.

 

Monumental Sculptures. Fantasy & Reality.

I found this shot, from the TV show Lost to be evocative. Perhaps more so because it’s just a remnant of a much larger construct. The mind fills in the blanks–envisioning the size and appearance of the “original” construct. There is something awe inspiring in monumental architecture and sculpture and it’s often featured in fantasy illustrations and images.  I’m reminded of this powerful shot from Jackson’s Fellowship of the Rings.

But massive statues are not just found in the realm of fantasy.  Our own world is scattered with ancient and contemporary works of similar magnitude. A few of my favorites:

Like the foot from LOST, this is The Hand of Hercules, the remnant of what is believed to be a massive statue. The only other part found is from the elbow, but based on the size of these parts the statue would have been 13m in height (43′)–making it one of the largest known marble sculptures.

One of the great wonders of the ancient world was the Colossus of Rhodes. Few believe that the statue actually straddled the entrance to the harbor, but it was huge and real–the pieces of the statue were recorded by later travelers.

Other famous statues are the Colossi of Memmon. Each is almost 18m (60′).

Did you know that many of the maoi statues on Easter Island only have their heads exposed? The bulk of these statures are buried under ground. (an interesting note is that they have the “hand/navel” found found on other ancient statues throughout the world and cultures)

For modern sculptures few can beat the towering “Motherland Calls“.  At 285′ it’s almost twice the height of the statue of liberty.

How about Genghis Khan in Mongolia!

Finally, one of my favorite. Unfortunately, this one was apparently destroyed by rebels and might have been a contemporary construction. But still cool.

Megalthic architecture, massive statues and awe inspiring structures can add flavor to your RPG game–but you don’t have delve into a fantasy realm to find them!

Rolemaster Blog Crowdsource Challenge: 50 RM adventures in 50 weeks.

So, let me start with this–I’m not a believer in decision by committee, so when I say “crowdsource” what I really mean is a tight group of competent people with differing skill sets.

There was an attempt at crowdsourcing an adventure module on the Forums. I have no idea how far it got, but apparently it’s stalled?

I’m thinking something different–a quick and dirty production of easy to adopt adventures, scenarios, layouts or campaign seeds via the RolemasterBlog.com. After Peter’s recent blog post, “An Explosive Situation”, it’s clear to me at least that a small, flexible group of experienced GM’s/players could publish frequent and interesting material–lower in scope than a sanctioned or published product. Peters blog and few comments generated a small conflict drop in adventure. Random encounter tables can generate a whole slew of random adventure hooks…etc.

Yes, there is already many small “one-off” products online. I’m suggesting a Rolemasterblog.com specific product line using the talents already associated with, connected to, or participating in the community. We would need a few content writers, a map/battle map/layout person and a pagemaker/publisher type. This would be a d100 system or agnostic product.

Wow, this seems like a small game company startup. Not really. This is a crazy challenge of 50 adventure vignettes in 50 weeks. Is this possible? I think so just based on the word count of RM Forum participants.. Let’s start in September 17 to September 18.

Rules or Setting?

My somewhat recent post about time in campaigns got me thinking about another of my favorite topics (aside from modern gaming): the relationship of a rules system to its setting. In my view, the best rules systems are always strongly tied to a specific setting. This isn’t so much about stats or combat mechanics, but rather classes/professions, races, and cultures.

Continue reading “Rules or Setting?”

Project BASiL: Channeling & Essence

I’m starting the process of consolidating all of my uploaded files on the RM Forums over here to the Rolemasterblog.com. I’ve uploaded over 200 docs scattered throughout the Rolemaster and Shadow World threads, but to see them or download them requires a user account.

These are just the lists and not the associated notes that accompany each. For info on our Channeling mechanics, I blogged about it HERE and for Essence mechanics HERE.

Channeling pt 1

Channeling pt 2

and an extra Channeling List “Channeling”

Channeling

Essence pt1

Essence pt2

Essence pt3

And Cantrips we use is our SW campaign.

Cantrips

 

 

An explosive situation…

Imagine this set up.

It is a small walled town or more accurately a settlement. To the east of the market square is the manor house, to north at ground level are a few shops to cater for trade caravans and above them a hostel or flop house for itinerants. The west has the gate house and the south facing on to the market place is a taverna with seats spilling out into the square.

Our characters should ideally be sat at the taverna, outside. Maybe they are waiting to meet a patron or even waiting to get paid? We will come back to the characters later.

The sun is just coming up over the town walls and it is going to be a fine day.

Let us take a look behind the closed doors and behind the shutters.

In the manor house we find a home is shock and disarray. During the night the master of the house has been assassinated and the only living heir is missing. Guards were killed at their posts and often without any sign of struggle. The women folk are in shock and the men are split between the hawks who want to turn the town upside down to find and kill the assassins and the doves who are only concerned with the safe return of the missing heir. A runner was sent to the gate house before dawn to tell them there were assassins in the town and to not let anyone in or out.

Across the square the gatehouse is filled with pent up energy. The gate will not open today. Eyes are scanning the horizon outside the town looking for any trace that armed men and a hostage may have escaped during the night while others scan the town looking for suspicious foreigners.

At the flop house on the top floor we find a group of eastern looking assassins. Maybe they are of some ancient holy order dedicated to refining death to an art maybe they are masters of infiltration.  right now they have look outs watching the market place looking for the first signs that their work has been discovered and of the heir who is still to die. Three storeys below them one of the shops is that of a weaponsmith and pawnbroker. The owner was wakened not too long ago by the missing heir who was looking for a safe place to hide. The last thing his dying father had said was run and protect yourself, you must survive. Our young heir has no experience of weapons, more adept with a pen than with a sword. As it is easy to use the young heir is shown how to load a heavy crossbow. The weapon is heavy and awkward for the young man and whoops! A loosed bolt shatters a pane of glass in the shop front and flies across the empty square towards the taverna.

So our characters are sitting their minding their own business, just waiting to get paid when the crack of breaking glass grabs their attention. Does the bolt hit anyone? Who knows?

So what happens next? The party draw weapons and head across the square? Do the assassins see the heavily armed players charging their hiding place? I have the assassins suddenly rappelling down to the square on silken ropes, a blur of scimitars and curved daggers.

What do the guards do when they are suddenly faced with a market square filled and erupting battle? Out into it all rushes an embarrassed and somewhat ashamed young heir who can only stammer “I am so terribly sorry, it was an accident…” knowing he may have hurt someone with his errant crossbow bolt.

All of this attracts the attention of those in the manor and the first sight of the young heir is enough to bring the remaining household guards from the manor charging out to save the son.

So how do your players react to this? Obviously the entire powder keg situation here is contrived and the trigger is applied by you the GM.

Even if the party does not charge into the attack the second the young heir steps out into the square to apologise the assassins are going to leap into the attack.

So can the party work out who are the good guys, who are the bad guys and who is completely innocent? Can they resist letting off fireballs in a now rather crowded market square?

Will the heir survive?

There is no real point to this post other than that I was reminded this week that the original reason for starting this blog was to provide playable material so there you go, a little town encounter for you.

I’m curious. Magic item ubiquity in your Rolemaster or Shadow World game.

 

I’ve followed several forum threads on the “commonness” of magic and magic items and thought I would ask people what they would consider as an average magic item kit for various professions at 5th lvl.

In general, in your game, what would the following have for magic or bonus items (but be specific on item and bonus, power or ability):

5th lvl Fighter

5th lvl Magician

I’m on the rarity end of the spectrum, plus I use a lot of single use magic items and roll for breakage on items. If I were starting players at 5th lvl I would do something like this:

Fighter. +10 non magic superior armor. +15 weapon. 2-5 single charge items (a mixture of protection or healing). maybe a Daily II item (offensive spell) if the group is small or it needs some skill diversity.

Magician: x2 PP multiplier. 2-4 Daily I-IV items (around 5th level spells for protection and attack). 2 Charged Items. 50 pp’s in storage (essence crystal)

My spell users have far fewer spells than traditional RM, so I add basic capabilities through daily items and charges. I generally provide a good level of PP’s, but I use unpredictable Essaence effects  (in our encounter tables) so casters face gain/loss of PP’s or increase in casting failure.

RM Forum Revisited: The Argument Against Character Classes in Rolemaster. PT 1.

Reaching into the archives! One of my first forum posts in the RM forums was way back in 2011. I posted an initial post and then several responses and subsequently have touched upon this in several RolemasterBlog.com posts. Looking back, I see my forum post suffered from push back on profession/class belief and an unrealistic acceptance of my rule proposals! Either way, I think this in a topic worth exploring and I’ve posted a slightly revised version below.

Since its introduction, Rolemaster’s appeal was as a versatile system add-on integrated into traditional  Dungeons & Dragons.  In RM there are supposedly no class limitations: a fighter could learn spells, and a magic user could wield a sword.  At the time (c. 1982) this was a revolutionary feature in fantasy role-playing compared to the strict restrictions imposed in DnD and other gaming systems.  The wide adoption of a class based systems was driven by fantasy literature but ultimately led to a creative dead end for the following reasons:

1.   Character classes reinforce fantasy tropes.  By continuing to use class titles, RM has ultimately embraced a model it was attempting to challenge.  Over time, it made it harder to differentiate RM from other established gaming systems as they in turn have adopted some of RM’s ideas.
2.   Character classes tend to reinforce the need for the balanced party.  While the adventure group is a foundation of traditional fantasy role-playing, it may also pigeon holes players into class defined roles. Furthermore the game balance then breaks down when there are less than 4 players or there is an odd mixture of player classes in the group.
3.   Character classes should be driven by the setting, not the other way around.  RPG classes have become solid memes: each profession carrying fixed conceptions of its abilities, behavior, appearance or power.  The term wizard or magician may conjure up personal fantasy motifs that can overwhelm a GMs unique campaign setting or dispose us to specific actions based on our understanding of that class.

Rolemaster has always identified itself as a skill based system but it didn’t take the concept far enough.  The fantasy RPG genre is now a mature industry and new game systems and literature are trying to innovate.  Now may be the time for Rolemaster to fully embrace its original mandate: to become a system where a character is truly defined by the sum of his skills and not by accepted class restrictions and aptitudes.  By doing so, RMs system can be more easily adapted to any fantasy setting, regardless of its similarities (or lack thereof) to Middle Earth, Greyhawk or any other high fantasy setting.

Discarding character classes does not make the dozens of professions already defined in the original rule set or companions obsolescent: these professions can always be used as Templates.   The question of what character class fits into any given world setting never need be asked; instead GMs can create or choose skill cost sets that fit the society, guild, group or organization rather than trying to shoehorn RM character class into their setting

Do you really need different professions for a fighter and barbarian?  Are not those differences more defined by racial type, dress, armament and behavior than skill costs?  Do you need 3 different classes for magician, alchemist and illusionist? All are Essence users, defined by the family of spells they specialize in rather than a few arbitrary differences in skill costs.

A basic examination shows that skill development costs are still driven by the very tropes that RM should avoid:  thieves are weak fighters that rely on stealth; clerics are good and heal; magic users can’ t wear armor etc.  If the goal is to eliminate class limitations, then why reinforce fantasy stereotypes or channel character development into these stereotypes?

Problems with my approach.

Moving to a classless system would alienate current RM players.  There are already several versions of RM on the market that players can continue to use.  Personally, I’ve always used the original RM system and never chose to adopt the new versions.  However in terms of changing markets and ultimately RM as  a commercial product; does it make sense to undergo a system evolution rather than just another iteration?  The development discussion around Arms Law is more than a polishing so why not take a new approach to Character Law?

There is some comfort is settling into traditional gaming roles.

We are currently playing through an Expert D&D module using Castles & Crusades rules.  While it feels like putting on a comfortable pair of slippers, its lack of flexibility is already apparent to our group of experienced players.  It may just be that if you played a long time, eliminating these stereotypes and expectations can lead to a novel gaming experience.   Certainly the latest fantasy literature is moving away from these traditional memes: Erickson, Lynch, Rothfuss are all good examples and it is popular literature that can drive contemporary game design.

There is a strong argument for classes, predispositions etc.

Eliminating classes would homogenize characters and/or create the optimized (min/max)  profession.  While I haven’t gotten to some suggested solutions yet, I see a place for both a classless system and classes as templates.   And no, I’m not suggesting the No Profession option already included in the rule set.  There seems to be a belief that an open skill system would lead to player optimization: maximizing key spells, weapons and a few other skills to produce the ideal character.  While new rules can still account for that, I would argue that this  already occurs under the current system.  A quick review of the new character classes, optional rules, talents and background options all point towards the trend to balance individual classes out and then expand their abilities beyond their designed skill cost assignments.   In the end you have an exhausting list of optional rules and exceptions that complicates the system and perhaps leads to game imbalance.  And all of it really driven by one base motivation: more character flexibility.

A few last thoughts:  Is there any really guidance, rules or balance to the current character class generation process?  Besides an arbitrary assignment of perceived primary abilities is there a really way to balance classes?   Does anyone believe that character classes are equal in balance and playability?

So let’s move on to few ideas.

Step 1.  Skill Bonuses.

Before we tackle a skill driven based system we need to look at both skill progression and costs.  Perceived character balance is created by the careful structuring of skill costs but may not take into account player motivations.  These decision points can be simplified as the sum of three components

1.   Additional benefit = (skill bonus increase)
2.   Cost of additional benefit  = (development point cost)
3.   Opportunity Cost = (decision to forego a different skill)

The three of these act as a measure of Marginal Utility, a common economic measurement of consumption and decision making.  In simple terms, players look at the cost of a skill, the additional bonus against other skills they may need or want when making their skill picks.  Even with high DP costs, most players can afford a versatile selection of skills.  That’s because the first 10 ranks offer the highest marginal utility per DP cost AND most skills are limited by a maximum gain of 2 ranks per level.  By capping skill rank increases per level you force players to choose the skills that provides them better cost/benefit than CORE skills.  In effect this system has an unintended consequence of reinforcing character classes/tropes. So the marketing effort is ‘no limitations’ but is really ‘play by the common rules’.

One way to address this is to modify the skill rank bonus progression.  The current system is simple: +5 for ranks 1-10, +2 for ranks 11-20.  I would suggest a different approach, starting with Rank 1 a bonus of: +1, +2, +3, +4…..+8, +7, +6, +5, +4 down to +1/2 after Rank 20.  Ultimately this gives you the same bonus at Rank 20 you have under the current system.  Not only would this change players skill picks since buying 1 rank of a new skill has less utility,  but the progression has a more intuitive curve.

As discussed previously, a change to the skill bonus chart will have an affect on player skill picks.  This would then be combined with a change to the skill DP costs: basically making skill acquisition limitless at each level with a marginal cost increase per rank per character level.

So while this system can allow a player to increase a skill at a much faster pace than the current system it comes with a much greater DP and opportunity cost.    If Caylis had chosen to gain 1 rank per experience level his total DP cost for 8 ranks of that skill would be 16.  Instead he used 29.  The combined effect of this change to the skill rank bonus and DP cost adds a third dimension to decision making.  A player that wants to excel at a particular skill early will be able to do so, but at a substantial opportunity cost of other skills.

The added benefit to this system is that it can not only standardizes character class creation but also allows for a classless system as well.  The best of both worlds.

In response to forum feedback:

Despite the thread title, which was meant to be evocative, I’ve carefully stated that this system works for both a skill driven system or applied to the current RM classes.  I did skill cost allocations for all of the original 18 classes in about 45 minutes.  If players/GM’s want to use the existing classes then it’s easy and quick to adapt.  If a GM wants to generate a new class based on his campaign setting then he has a toolkit that allows for an efficient and flexible method.  If a player wants to tweak the skill costs on his character than there is baseline for doing so(in this case 162 pts to allocate as skill costs assignments).

 

I was never arguing removing professions.  “Argument against Professions” was meant to strip away preconceptions and then rebuild the class/skill/cost framework consistent with the rules and spirit of the original RM.

 

‘Appy Inspiration

I have been gallivanting around Iceland for the past week or so and being surrounded by reminders of elves, known locally as the hidden people, trolls and giants is quite good for gaming inspiration.

Ironically possibly the best bit of inspiration that came to me was nothing to do with the fantasy rich local culture but from my mobile phone.

We all recognise that magic items are not just about +15 weapons, daily spell items and multipliers. It is the more colourful items that can give a campaign its flavour.

I installed a Aurora Borealis forecasting app on my phone as soon as I arrived and it was pretty good and we did indeed see the lights display when forecast. When you see the northern lights it begs the question of what on earth must the first people to see it have thought. No wonder so many cultures have myths and legends of magic. Without our scientific understanding of ionisation and solar winds magic would probably be the next most logical rationalisation.

So if these displays of lights are created by magic then surely you could either tap into that source of essence or read from them some heavenly enlightenment or foreknowledge. Knowing when they were going to appear and where would be really useful and I am sure many a seer or astrologer would want a magical device that could predict the northern lights. A sort of ‘orb of the heavens’ sort of thing.

So this set off a train of thought. In our culture ‘there’s an app for that’ is a bit of a joke but what if for every app there was a magical item?

Looking in the itunes store at the most popular apps I see that a QR reader is one of the most popular apps. I can easily see that materialising as a crystal of attunement (runes).

Spirit level apps seem popular and in magical terms imagine an item that combined the low level spells of mannish scale and the lay healer diagnosis spells that could tell you so much about the target. What form it would take is open to interpretation. I am personally envisioning a set of lenses and crystals through which the user peers.

There are countless musical instrument tuning apps and they would make great magical items that any bard would love.

Voice changer apps can be reimagined as Sound Mirage based items.

The more I look at the range of apps available the more I possibilities I can see and for the most part based upon first through third level spells. Not that everything has to be tied directly to a spell in spell law but items that are simply useful whilst not being exceptionally powerful are easier for the alchemists of the world to create and are more likely to be created if they do not cost the earth or take forever.

I think the take away from this is that if you are looking for ideas to perk up a treasure horde or to make an NPC a bit more interesting then you can get some interesting ideas from either itunes or Googles app store.