Dyson’s Dodecahedron

I am truly terrible at maps. Thankfully one of the best fantasy cartographers I have ever come across is Dyson Logos. His blog, Dyson’s Dodecahedron, is an immense resource for maps including amazing isometric layouts.

This particular one…

Vault of the Ghost King

…is ideal for those of you of a Shadow World bent. The elevator just smacks of higher technology. To my mind even the spiral stairwell would quite possibly be beyond many cultures.

I am thinking of using one of Dyson’s maps for the session of fruitless searching that I mentioned last time. I guess that many GMs will have already discovered Dyson but I thought I would feature him anyway just in case there are GMs out there who have not discovered him yet.

You should certainly check the blog out.

An exciting long and fruitless search

One of the requirements of my unfolding story is that the party have a long and fruitless search for Randall Mourn in the Spiderhaunt Forest.

The challenge is how to make that exciting to play?

The adventure as written says that the party are pretty much looking for someone who cannot be found until the villain of the piece wants to draw the party in.

I am inclined to really draw this out with entire side plots and adventures rather than trying to emulate such a long search and then resolve it in a single weekend of gaming.

So here is a question for you all. If you were on a quest to find Randall Mourn would a period of side quests none of which actually find Randall be off putting?

“Long Skulls” and the Worim of Shadow World.

I just got back from Mexico and had the opportunity to visit some Mayan ruins. Seeing various ancient sites (Coba, Tulum, Chitzen Itza) is great creative inspiration for roleplaying! It’s also a reminder of an unusual and curious phenomena found not only in Central and South America, but all across the world: Elongated Skulls.

Accepted thinking is that skull elongation was the result of various types of head-binding practices adopted by primitive cultures. The application of clothes, boards and ropes on an infant’s skull to deform and stretch the soft craniums in children. Unfortunately, attributing ALL elongated skulls to this theory is challenged by 3 basic issues:

  1. Pre-natal skull elongation. There are documented cases of in-utero and very young infants with skull elongation.
  2. Cranial Volume. While purposeful elongation can change the shape of a skull, it does not alter the volume of the skull. There are many examples of elongated skulls with 20-25% higher cranial volume. (see Paracas skulls).
  3. Differences in skull suturing. Certain elongated skulls have only one parietal plate rather than two as in normal skulls.

Skull deformation, aberrations in volume and suturing are often ascribed to dolichocephaly, hydrocephaly, craniosynostosis or Antley-Bixler syndrome, but there is not enough evidence to support these medical theories. Elongated skulls have been found in Egypt, Malta, Russia, Peru, Bolivia and Mexico and head-binding was performed in the Congo, Vanuata and Malasia. Notable rulers in both America and Egypt are known to have elongated skulls: Tutankhaten (King Tut), his father Akhenaten, Nefertiti, and the Mayan Lord Pakal.

I’m not suggesting “Ancient Aliens”, but there is an argument to made for elongation via genetics verus elongation via binding. A distinct race of people, with elongated skulls, that also held positions of power is depicted in history and through the archeological record. Is it possible that the wide-spread practice of head-binding by many cultures around the world was “emulative”?

So what does this have to do with Shadow World? Terry has sprinkled bit and pieces of information throughout his books including this one:

“The tall, slender Lydians are most populous in Mythenis and some regions of Gaalt, thought they are found on other cool climes—especially in the southern hemisphere. This race has a somewhat elongated skull and large, bright, amber-colored eyes. They have fair skin, pale blond hair and are more slender than the Laan or Talath and tend to be hirsute……Some Loremasters believe that the, or perhaps the Talath, are descendants of the Worim.

And this:

“Some Loremasters hold that the Trogli are a race descended from the Worim: those who chose to hide underground at the end of the Interregnum.

So what do we know about the Worim? Only what we can piece together from various obscure mentions: they are non-native to Kulthea, had a high level of technology and built machines (tunnelers and war-machines). They may be precursors to the Laan (or Talath, or Lydians) or Trogli.

Until Terry expands upon the Worim, we’ve had to come up with some of our own material. First and foremost, the Worim had elongated skulls. This genetic trait was passed down to a lesser degree to both the Lydians and the Trogli. We’ve also generated some additional summary info in our SW Civilization Summary here (btw you need a Forum membership to see and download files).

This helps differentiate the Worim from some of the other Interregnum civilizations, Taranian & Jinteni, and adds a unique physical marker to the race. For some great ideas and SW campaign flavor, google elongated skulls, Paracas and especially Lord Pakal’s tomb.

Firearms in Rolemaster – The Mechanics

In my last entry I talked a bit about how I revised the attack tables for firearms in Rolemaster. That’s not the only change you need to make if you plan on adding realistic firearms to a game using any flavor of the Rolemaster rules. I’m a firm believer in using a two second, phased round for firearms, but you also need to make some core mechanics adjustments. That’s what I’m talking about today.

Continue reading “Firearms in Rolemaster – The Mechanics”

Happy to bite the bullet

I have been thinking about game design a bit recently, triggered by the comments about realism vs abstraction. All game systems are inherently compromises between realism vs abstraction, complexity vs simplicity or rules ligth vs rules heavy.

I have seen a lot of articles that imply that simple rules and rules light go had in hand whereas the reality has in my experience been the opposite. If you have a very simple rule for each situation then you can easily end up with tens of hundreds of simple rules, one for just about every situation. AD&D is a prime example of this with just about everything being handled in its own unique way.

I have complained in the past that RM2 was totally inconsistent with the way it handled skills with different pricing structures for musical instruments and weapons to the way you buy martial arts to the way you buy most other skills. Some skills give +1 per rank and others +5/+2/+1/. Some skills cancel out penalties while others have built in failure penalties such as failing your quickdraw roll. The whole skill system is a hodge podge of different mechanics.

Intothatdarkness’s firearms rules sound the opposite of that in that they are based upon one core metric, the energy of the prjectile based upon muzzle velocity and mass which should mean that any and every possible firearm should be able to be modelled with just one mechanism. The firearms tables I have seen before worked on the idea of one table per ‘type’ and a mk 1 would be a very light version, mk2 would be a pistol, mk3 a carbine, m4 a rifle and mk5 some kind of support weapon. I think the idea of a table for pistols, one for rifles and so on makes more sense and most combats could be carried out with just one or two tables. so very little page flicking between combat charts.

Into is also using a 2 second combat round which is my preferred interval. Cutting a round down into such small chunks makes what is possible in a round more limited so and so player declarations become simpler. I like this as trying to protect someone while they spend 5 rounds trying to pick a lock can be quite intense under fire.

It sounds like Into has also solved the critical issue with firearms. Under bought and paid fore Spacemaster or modern day RM all projectiles were doing puncture criticals and soon enough every possible critical has been delivered and recieved and the excitement of ‘what will the critical say?’ is lost. By having a critical table by location rather than by weapon that should give loads of possibles.

I am not a fan of adding in additional rules but these sound right up my street.

Also relating to comments made this week Brian said that he had rolled all magic into essence and I am defintely heading in that direction myself the more I tinker with spell law. I definitely agree that magic is magic and the false barriers between the realms do not seem to add more than they detract.

Well, that is about the sum of my musings this week. It has been one of those weeks with no gaming on my part and the next planned session is so far away that it in itself is not stoking the fires of the imagination.

Special skills, special spells. Gods in roleplaying.

As part of the ongoing discussion of Clerics and Channeling in Rolemaster and Shadow World I thought I would call attention to a great blog and commentary over at Grognardia.

Peter has talked about rolling Channeling into the Essence Realm and I have basically rolled all of the Realms together–only organizing them by casting mechanism.

But this blog raises some earlier thoughts I had about Clerics and Channeling in general. Before Shadow World I was running a “diety-lite” setting where Gods were mere abstracts providing the homogenous powers provided by Spell Law Channeling. Now with Shadow World, I’ve fully embraced the use of active, involved Gods and built the Orhan/Charon spells lists and organizations to better define Clerics “special skills”.

However, were I to start from scratch I might do something different. Probably further consolidate all spells into the single realm of “Essaence”, and when and if applicable utilize “Channeling” as gifted benefits or powers from Gods or Higher beings when applicable. That’s basically what I’m doing now, but in the context of controlled spell acquisition and DP expenditure.

Interesting to read D&D design theory from 1984 and similarities between providing special Diety specific skills/spells and our own discussions on Diety specific spells lists.

 

Combat realism in Rolemaster & RMU. Good, bad, neither?

Interesting writing over on “Takeonrules

By this time, I had been playing Rolemaster and Dungeons & Dragons, games that placed a tremendous amount of rules explanation on combat and fighting.  And I maintain that by placing emphasis on combat, combat is more likely to occur.

Blog Post worth a read. Thoughts? I haven’t spent much time on 5th Ed., but I get the impression that the focus has deliberately changed to support role-playing and narrative rather than combat. Other new games like Monte Cooks Cypher System are paving the way for new role-playing narrative forms.

Is RM and RMU chasing down the rabbit hole for ever greater combat realism?

Time Travel in Rolemaster & Shadow World

In a recent BLOG POST, I touched upon Time Travel as a technology or mechanism that could be introduced into a Shadow World campaign. Tricky, right?

A lot has been written on time travel in RPG’s and if you have ever allowed it in your game you know it can generate great adventures but create a lot of hassles as well. Some suggested solutions are only allow travel into the past, time travel only occurs in alternate timelines that don’t affect the current one or there are side effects to encountering yourself in the past etc.

I mentioned a few mechanisms to introduce time travel or time manipulation during game play:

  1. Portals. These can be used not just to transport over distances but over time as well. Several gateways Terry describes in Emer Addendum hint at such a power.
  2. Flow Storms/Foci. Want to change things up? Add a Time jump into the effects of an Essaence effect. Not only can you send the players to another interesting time/place but you create a whole adventure path if they want to return to their own time.
  3. Spells. Spell Law never introduced Time related spells, but I think some were added in a companion? (citation needed). I posted up our Time Mastery spell list on the RM Forums. The list is a work in progress–and very powerful in some aspects and very limited in others. A couple of spells take some work and ingenuity on the GM’s part:

6. Time Jump I – Caster can “jump” 1 rnd/lvl into the past or future.

I thought of only allowing the caster to jump into the future–that’s an easy solution where the caster is basically “out of play” for the # of rounds. But that’s not really useful unless it’s just used to avoid a impending bad situation. So how do you handle a caster going back X rounds into the past? First you have to realize that there will be 2 casters for X of rounds (then the other will cast the spell and go back into time and everything is back to normal).  One option is to have the PC announce that they will be casting the spell in the future and then they can play 2 versions of themselves for those set number of rounds. One issue is that the original caster may not survive or be able to cast the Time Jump spell in the future… One resolution is to qualify that time travel creates a new timeline and that this new timeline might not end up the same way. That also means that there will be 2 casters permanently in this new timeline. Interesting…

This spell gets much simpler at higher levels when a caster can travel forward or back years or decades and thus removes the problem of 2 casters or travelling such a short time that the other “self” is present.

8. Time Bubble I – Caster is enclosed in a unmoving time singularity. He can either slow time by 1/2 or speed time by x2 during the duration. The caster cannot interact with anything outside the bubble or vice versa.(no causality). Perception is modified by the time difference(slow inside will make outside activity appear hyper fast, etc.)

Time Bubble is a more useful and less complicated time spell. Basically the Caster is demising themselves from the current timeline and either speeding up or slowing down time within that bubble. This allows the caster to create extra time to heal, prepare another spell or just get away from a dangerous situation. The bubble wall is inviolate. (Unless someone else has Time Merge to cross into the bubble.)

15. Time Stop I – Target up to MEDIUM size is enclosed in a time singularity where time is stopped. No information(visual or otherwise) can pass through the barrier.

A useful spell, it’s basically a version of Time Bubble that can be cast at a distance on a target–basically freezing the target for the duration of the spell. This does not slow or speed up time within the bubble but stops it completely. For a group, this would allow them time to prepare, heal or buff against a troublesome foe.

But Time Travel doesn’t have to be literal. Here’s the thing–one of the great parts of Shadow World is the immense timeline. It’s a great read, adds a lot of depth to the world building, but most of it will be lost on players: I’ve read it A LOT and I can’t keep track of most of it!So when people ask WHERE they should start a SW campaign I say how about “WHEN”? Want a hack ‘n slash one-off adventure? Introduce the PC’s to a battle during the Wars of Dominion. Want a mixed genre sci-fi/fantasy campaign? Start during the interregnum and have the PC’s be Worim, Taranian or Jinteni characters with technology and interacting with the fantastical creatures of SW.

So many possibilities–anyone play around with Time Travel in their game?