Shadow World Creature Ideas: The Soulless.

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While I’ve posted up quite a few files, bits and excerpts from our Shadow World campaign over at the RM Forums, I put many of them up with minimal explanation or background. Since we are in the Halloween season I wanted to go back and discuss one of my posting in more detail: The Soulless or UnMen.

We’ve always run Shadow World as “monster-lite”, preferring the unique creatures (Shards, Gogor, Kaden etc) over the traditional ubiquitous fantasy RPG monsters. But generally my group is dealing with human/humanoid adversaries rather than fantastical ones. Shadow World does have one over-arching “foe”, the Unlife, but that tends to be an abstract malevolence that also raises quite a few questions. In our own campaign, we’ve made a distinction between good/evil and the Unlife and eliminated the entire “anti-Essaence” concept that further muddied the waters. We also distanced the Charon pantheon from the definition of “evil” to a more “chaotic” one.

But I did want a better mechanism to manifest the Unlife to my players and I also wanted to replace the traditional D&D Undead that can genericizes a SW campaign. Thus the “Soulless” (“UnMen” to some societies) so named because the hosts eyes turn black. The Soulless can occur in 3 ways: the animation of a dead body (“zombification” which replaces some Undead types and allows for Unlife Necromancy), the possession of a living host (replaces Demonic possession and ties into corruption of a person accessing the Unlife) and in some cases the Non-Corporeal manifestation of the Unlife (replaces Wraiths, Spectres etc).

I like this solution because it shoehorns into the existing spell system, ( “Turning Undead”, “Possession”, of Slaying “Evil”, detection of “Evil”), while it also replaces known, generic Undead with a setting specific adversary. Like Undead, we’ve built the Soulless into “Classes” I-VI with powers and abilities that increasing accordingly. Both Unlife animation and possession touch upon common tropes popular in culture: Fear the Walking Dead, Ash v Evil Dead etc, but add unpredictability and even paranoia to the group. Anyone or anything could be “infected” with the Unlife. Even better, it unifies differing and problematic mechanisms created by the “gap” between the RM ruleset and SW setting.

In this Halloween season, maybe it’s time to introduce your players to the “new and improved Unlife”: the Soulless Continue reading “Shadow World Creature Ideas: The Soulless.”

GM’ing Navigators in your Shadow World campaign: Stick to the Code.

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I like to use Navigators in our campaigns. Like Loremasters and Essaence Flows, Navigators can allow the GM to inject direction and narrative changes into the game. Plus SW is a dangerous place–and Navigators give the party added insurance when travelling through the wilderness.

It seems like some GM’s are reluctant to using Navigators. Reading posts on the RM Forums there are a few main areas of concern that people post about:

  1.  Cost. Navigators are expensive–and forget about using them for a Jump (teleport)!

From a game perspective, having the PC’s teleport everywhere can certainly expedite things and save a lot of hassle of normal travel (and work for the GM!). But the high cost of Jumping may make it prohibitive for lower level players. Keep in mind that the Nav Guilds are a “for profit” business and while they may have a monopoly they need to set their prices low enough that people will use them. Don’t be afraid to adjust pricing, up or down! Navigator fees are also a great money sink for groups overflowing with cash.

  1. Which Navigator responds to a summons?

Most Navigators in the Atlas’ are immortal, well equipped and quite powerful. That lends to the perception that Navigators are high priced or inaccessible to regular players. But the organization has to train new guild members and not every Navigator will be high level. Our common Navigator level range is 8th to 15th. These are not omnipotent characters able to fight off powerful servants of the Unlife. They are just specialized guides with extensive local knowledge and some spells that allow them to tackle unpredictable Essaence effects and barriers. Like any professional there is no guaranty of success once hired. If they players see Navigators this way they may be more inclined to utilize them–just like they would an Astrologer, Alchemist, blacksmith or other special profession.

  1. What will a Navigator do in the normal course of their duties?

Most of our exposure to Navigators are the short vignettes Terry sprinkles throughout his books and many of these depict major events or significant characters.  What’s not quite clear is the limits of Navigators services. Combined with the perceived power issue and it’s easy to assume that Navigators can and will extract the group from almost any danger or threat. Much of this decision will depend on the GM, his game style and use of the SW environment but to help guide NPC decisions we refer to the “Navigator Code”.

We are still  playing around with some of the wording and eventually will order them according to importance.

The Navigator Code

  • To Complete my task as expediently as possible.
  • To Protect my wards to the best of my ability without aggression.
  • To Avoid interfering with my clients goals.
  • To Ensure my clients confidentiality.
  • To Maintain the confidentiality of the guilds.
  • To Provide options but not advice to my clients.

Navigators can be a great ingredient to your Shadow World campaign!

REVISITING SPELL LAW: SPELL CASTING MECHANICS PT. 3: CHANNELING

Doctors of Ancient Egypt

In Casting Mechanics Pt. 2 we discussed our reworking of the Essence spell lists. In this post we’ll tackle our deconstruction and rebuild of the Channeling lists.  Recent posts by Peter talked about his difficulties with the Channeling realm. For Project BASil we rewrote Channeling spells (rather than eliminate it), but I agree that the Channeling realm presents some problems. In short, the Channeling realm is dependent on the setting, world build and presence and type of Dieties. D&D and Spell Law deal with this by making Channeling spells fairly generic and “vanilla”—it took the Channeling Companion to really dig into “Aspect Lists” and rules for more flexibility for Clerics and other Channeling Professions.

First, let’s look at Channeling in the original rule set:

  1. Casting Time. Like all realms, spells take 1-3 rounds to cast.
  2. Metal armor interferes with casting.
  3. Spells require a verbal and hand gesture component.
  4. Spell Powers. Spells cover a very broad range of power but generally exclude elemental attacks spells.

Our deconstruction of Spell Law forced us to look at each aspect of Channeling spells and casting mechanisms.

Spell Access. If the very nature of Channeling implies access to, or permission from, a “higher power” than that also implies that not everyone can access Channeling spells. Unlike Essence where even a non-spell user could make an effort to learn an Open list, we must assume that the potential caster must at least worship a god and that the god allows that person to cast. (an atheist couldn’t learn Channeling spells) This assumption throws away the whole concept of Open, Closed and Base for the Channeling realm. Instead we reclassified/renamed the 3 categories. “Holy Believers” (Open) are less powerful, general spells available to faithful followers of the diety that put the time and devotion into studies and are granted access to some basic powers. “Holy Followers” (closed) are specialized or aspect themed spells that are only accessible to the priests and clerics or to special servants or high ranking members of the religion. “Holy Servant” (Base) spells are lists for Priests/Clerics and Holy Warriors of the religion. In short, spell access is driven by the casters role in the religion or church.

Channeling Mechanics. Given the need for a Diety to justify the Channeling Realm we also wanted to define the god’s role in actual spell casting. Spell Law touches upon the concept but it’s all a little vague. Are Power Points drawn from the Diety? If so, then why have PP limits for Channelers? Are the spells themselves drawn from the god? SL mentions that higher level spells may need tacit permission from the god or at least their awareness, but it’s not built into the game mechanics in any real way. Since we defined spell power (power points) as being single-sourced (the Essaence) and individual, it’s not the power that’s drawn from the god. Instead we see channeling as working like an app download. The caster prays and the god/diety provides the spell template to create the magical effect.

Casting Components. Given the above definition for Channeling mechanics, the channeling user doesn’t need to use a magical language or arcane hand gestures to generate spell effects. Instead, the caster just recites a specific prayer, “asking” for a certain spell effect. The prayer/spellcast doesn’t even need to be spoken but we do add a SCR bonus for praying out loud. We added a Prayer skill that is used for the SCR. The prayer skill measure the level of devotion and connection of the caster and also determines the highest level of spell that can be cast.

Channeling Spell Powers. Because the spell framework is provided by the god, we felt that Channeling spells didn’t need to be as logical or linear as the Essence lists They could manifest as more miraculous, wondrous or illogical. From a realm differentiation standpoint, channeling spells are better with the intangible: souls, spirits, auras and similar non-physical aspects. Because they are tied to a higher being, channeling is also better at divination/augury and other “fuzzy logic” spells.

Encumbrance. We eliminated the encumbrance and armor effect for Channelers. As discussed in another blog, the Transcend Armor work around is just rules for rules. I don’t see a balance issue.

Casting Time. Channeling spells can be more miraculous and powerful than other realms, we eliminated casting penalties for armor—so are Channelers now too powerful? We chose to balance these benefits with longer casting times. Since the caster needs to pray for a spell effect it might take some time. Our casting rule for Channeling is 1 rnd per spell lvl. A caster can cast quicker, by “rushing” the prayer but there are casting penalties. So yes, a 50th lvl spell would take 50 rnds (just over 4 minutes) to cast without a penalty.

 

What would my perfect Spell Law look like? Pt I – A Non Channeling Druid

I am still thinking aboutChenneling magic. As far as I am concerned it is just the channeling realm that causes the problems in Rolemaster. It simply has too many D&D hangups. The idea that healing is the domain of clerics, platemailed paladins and dependence of gods or deities are just things we all grew up with if you started playing in the D&D world. So as a start I thought about the Druid. This is a typical channeling profession. Where would a non channeling Druid fit?

Essence of Mentalism?

Looking at the spell lists in Companion 1 about 80% of all the Druids base spells fall into two schools of magic, Force and Mental. The remained are Healing, Information and a few Phantasms & Illusion. So at first glance Mentalism seems the way to go.

Force Magic

Let us have a look at what the Druid is doing with Force magic and see if that could swing the balance into the Essence realm. The only Force spell on the Animal Mastery list is Animal Summons and that requires concentration. I think that still implies mentalism.

The second Druid Base List is Druids Peace and every single spell on it is a Mental spell until you get to 30th level when you get EARTH CALM (F) Within the radius, caster may “calm” a natural phenomena (quakes, storms, winds, etc) or he may cancel a magically created natural phenomena. Now that does sound a bit elemental but then by the time you get to 30th level you should expect all spell casters to be throwing around some powerful magic.

The third list is Druid Staff. This is one of those enchant your own weapon type lists and the weapon is bound to the caster. Every spell on this list is a Force spell except for three (one utility spell and 2 defensive). In these cases the magic is self only and and requires concentration. I think this still leans towards mentalism.

Natures Forms is the fourth Druid list and just like nearly all mentalism spells the area of effect is self only. All the spells on the list are Force spells bar two that are Phantasms as the druid can mask his own thoughts. This again feels like a mentalsm list.

The fifth list is Stone Mastery and this at first glance looks the most Essence like. There are three Elemental spells in the form of Stone Wall, Curved Stone Wall and Stone Spike. The rest are Force Spells. So what is going on in this list. Well the Druid can speak to animate stones (not particularly useful!). Can throw stones in a similar way to the mentalism Hurling and telekinesis. The rest of the spells involve shaping and animating stone. This list could sit in either realm equally naturally I think.

The final base list for Druids is Plant Mastery and is another Force spell list. The ranges are most touch or self and enable the cast to communicate with plants, heal plants and control their growth. He or she can also create paths though vagetation and animate or activate plants and sentient trees. This is in my opinion another list that sort of sits on the fence between menalism and essence.

The overal balance though is that Druids should be in the mentalism realm rather than essence and there is nothing in here that implies there is any need for a deities involvement. There is no communing, no divination and no cross planes summoning going on here.

Anyone could easily play a non channeling Druid using the no profession and mentalism spell lists and casting restrictions as they now stand.

What would my perfect Spell Law look like? Pt I Channeling

I am rather jealous of Brian’s reworked Spell Law. He and his group have obviously but hundreds of hours into that rebuild project. That is time I do not have at present but I am giving this more and more thought. So what would my perfect spell law look like?

Essaence as the motive force

This is one of Brian’s ideas and sums up the concept that all magic is Essence and that what changes is the way that the character taps into the essaence. Essence users manipulate the essaence around them, mentalists control their own essaence and channelers recieve essaence from some outside entity. I like this idea and want to go with it. I do have a problem with Channeling magic though. That is the realm that doesn’t work for me.

Channeling doesn’t work

The problem with channeling is that it seems to be tied into the natural world. This is where you find animists, druids and shamen as well as your clerics. If your nature magic casters are getting their essaence from nature around them are they really not essence casters? Can you have channeling without the gods?

Brian pointed out an issue with Shadow World’s gods in that if there is only one god relating to spirits, souls and the dead can any other clerics cast life giving spells?

Channeling and Armour

Mechanically Rolemaster had an issue with channelers not being able to cast magic in metal armour but the fantasy roleplaying commmunity all want their Paladins in platemail. The Rolemaster solution is to add more rules to bend the existing rules, in this case Transcend Armour as a skill.

Channeling Healers are a bit crap

Channeling Healers are a bit crap. The problem is that there is at least one open channeling list relating to healing (concussion ways), most of the closed channeling lists are related to healing and all their base lists are related to healing. They really are the stereotypical one trick pony. If you want to do anything else with your character you are pretty limited. You cannot afford to get stuck into the action as the party need you  alive at the end of the fight to put them back together so fighting is out and your other magic is rather limited. So what do you do?

So what purpose does channeling serve?

Channeling is the preserve of most of the healing magic and nature magic and bizarely necromancy. Does that need an entire realm of its own? If you bumped the healing into Mentalism and the necromancy into Essence (most people think of Necormancers as mages not dodgy clerics I think) all you are left with is the nature magic. Using the definitions above of Essence using the magic from around the caster and Mentalism using the casters own Essaence then it feels like the nature magic should be in the Essence realm. The rest of the channeling open and closed lists are just duplicates of the essence and mentalism open and closed lists so they could be dumped.

So my perfect Spell Law would have no Channeling realm at all.

What about traditionally channeling professions? Well I would make Paladins mentism users. That is where the healing spells mostly live and ever realm has the basic detection spells for detecting evil. It is a 7th level Essence spell but a 6th level Mentalism spell so even the existing lists suggest that mentalism should be the Paladin’s natural home. I would put clerics in the same pot as the paladins.  Animists and Shamen should be essence users. They can still get their nature magic but their open lists would actually be a bit more powerful. The channeling healer you can simply drop in favour of the Lay Healer.

“NO PROFESSIONS” = All Professions

Jordan Tate: You’re not a cook.
Casey Ryback: Yeah, well… I also cook

I have had a handful of email conversations going on with other RM players about our “No Profession” ruleset and one of the first assumptions that people make is that our PC’s (or NPC’s) are just called “No Profession” or “Layman” or really nothing at all.

As I have discussed in other Rolemaster Forum postings, Professions/Classes do act as a short-hand to summarize a characters skill-sets, aptitudes and general abilities. In that regard, eliminating Professions does create some problems or more work when creating NPC’s. Since we’ve thrown away Professions, we’ve generally thrown away the working template for quickly creating NPC’s and assigning skill abilities.

However, while we’ve thrown away the profession mechanism, we haven’t discarded the professional names. In our rule-set “Professions” are more tags—driven by 2 factors: the skill sets developed by the player and/or the social conventions of the setting. For instance, a player that develops the majority of their skills in armor & weapons will still call themselves fighters. As a counter-example, in RM a PC that chooses the Fighter profession but chooses to dedicate all of their DP’s into thieving/subterfuge is still called a “Fighter”. From a societal/setting standpoint a Fighter may be called a “Warrior”, “knight”, “Barbarian”, “Janissary”, “Armsman” etc. This is no different than a lawyer in our world; some societies call them barristers, counselors or consults. Players can build their character and apply any name/descriptor they want, or based on their background/training or organization ties might be assigned a professional name/tag.

In Shadow World there is already some gray areas around professions using the RM2 rule-set. Navigators and Loremasters could be considered stand-alone Professions, each with their own Base Lists, but in actuality are assigned standard professions giving them 2 sets of Base Lists. Issues around the Unlife, access to evil spells, hybrid magic, power point sources/pools, further complicate things. (this topic was discussed in my blog post about the “gap” between rule sets and dedicated settings).

Our transition to “No Profession” was gradual. First, like many others, we kept designing new professions (with associated spell lists) to meet player wants and needs or to fit into a particular setting. Basically the “RM Companion” approach. At a certain point we realized that small skill cost differentiators meant very, very little past the first few levels and became meaningless at higher levels when skill rank bonuses were minimized. In an effort to maintain “balance” we moved to a archetype template: Non, Pure, Semi but still keeping Realm assignments. (A Pure Essence archetype could pick between elemental spells, illusion spells etc and label themselves a “Mage”, “Illusionist” or whatever fit their character image or setting. After we tried that we realized we had one foot in the old ways and one foot into a better, flexible approach. I realized that using skill costs and other “free market” approaches, character generation would be a process of choices and opportunity costs that would enforce character balance without the need for lots of rules or arbitrary skill cost assignments. (Rules for Rules) Characters can’t be great fighters and great magic users—the fall somewhere in the middle (ie Semi).

So, in short, our campaign and rules have ALL the professions, not NONE of them. A character that focuses on farming skills is a farmer. A character that focuses on the Fire Law magic is a FireMage, Wizard, Mage, Elementalist etc. A character that develops subterfuge and poison might call themselves an assassin or a nightblade. A member of the Loremasters is a Loremaster. A cleric of Z’taar is a Battle-Priest. A character with certain mentalism spells in Itanis is called a Warlock.

It’s not for everyone, but it works for us.

 

Rolemaster House Rules: Skill Consolidation

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As part of our efforts to create a viable “no profession” Rolemaster rule set we’ve focused on distilling skills down to as few as possible meta-skills. I think I’m down to 45 or so total skills in our S.W.A.R.M. rules but after reading some of Peter’s ideas I think I can get it down further. Part of the goal is to just stop skill bloat, increase game simplicity and to create more parity between skill utility.

Today I want to talk about consolidating a number of power/channeling skills down to one meta-skill: specifically Power Points, Channeling, Power Projection and Power Perception. Let’s explore them individually:

Power Points: Obviously PP is a KEY skill—it sets the amount of power a spell user has to cast. From a functional standpoint this infers several things: this skill allows players to absorb power, store power and expend power. Sort of a receiver, battery and transmitter.

Channeling. Channeling appears to be a fairly major mechanic in the original RM rules. Not only are pages devoted to the concept of transmitting and receiving power and spells but there are a number of spell lists that concerning channeling as well. In all my years playing RM I have never used Channeling as written in the original rules, nor has anyone used any of the channeling related spells in Spell Law. There is an interesting idea here but not sure it proves practical in normal gameplay and/or combat. To make matters more confusing, Channeling the skill has really nothing to do with tapping your gods powers or the realm channeling itself except in terms of profession related skill costs. I’d be curious to hear if anyone has used Channeling spells RAW in game play. Either way, it’s clear that Channeling the skill allows a player to acts as a transmitter and receiver of PP’s and even spells.

Power Projection. In all honestly I’ve never used this skill, not sure what rule set it belongs too but I am intrigued by the concept of spell casters able to project their PP’s in some sort of test of will or strength. The last time I looked it didn’t seem very useful as written but there might be something there. As a stand-alone skill I’m definitely not convinced. Equally intriguing is the idea that spell casters could simply project, OR CHANNEL, raw power to inflict damage. (However, this might be a better idea to explore using Arcane magic). Either way, Power Projection may have some utility and from a practical standpoint the skill allows the caster to act as a power transmitter.

Power Perception. This is another skill that I don’t use—I try to keep a strong firewall between skill ability and spell ability and Power Perception blurs that line allowing a skill with magic like ability. However, in SW there is an argument that Power Perception could be a trained sensitivity to the Flows and Foci of Essaence or a racial ability. Basically the skill allows detection/attunement to raw power.

In summary these four skills are closely related: allowing for detection, receiving, transmitting or storing of power. Does it make sense to roll these into one skill? I think so and we have. We now use 1 skill, “Channeling” that encompasses these related facets.

The skill bonus is used to determine total PP’s, skill checks for sending or receiving power (we allow PC’s to charge items and draw PP’s from storage crystals). The # of skill ranks is used to determine the Rate of charge/discharge at rest. So a Mage with 75 PP’s and 10 ranks of Channeling would recover 10 PP’s/hour. Or would need 4 hours to re-charge a wand with 40 PP’s.

That’s our hack—what’s yours?

My No Profession & Level-less House Rules

In the past I wrote a fist full of posts about character creation and advancement in Rolemaster Classic without professions or levels.

Rather than leaving these as a scattered collection of posts spread over two months I have brought them all together in a single PDF. I have stripped out every mention of RMU for two reasons. Firstly, the RMU I know is the beta version and is liable to change before publication and secondly I agreed to a non disclosure agreement to get access to the beta documents. It is not right to then disclose any of the RMU rules in this case.

So having sanatized the document and collated it I ave also edited it and removed a shocking number of typos (I didn’t realise how bad my typing gets at times!). I have put the finished document on RPGnow where you can grab it for free just by sticking a 0 in the price box.ppn-rmc_professionless_levelless_roleplaying
I would be interested in hearing what you think of them when taken as a whole.

The Neological Naga Demon and the Franken Game

That sounds like a terrible B movie but right now I am preparing to spend a lot of time on Nagademon, or more correctly NaGaDeMon, and having never heard the words Franken Game until recently I have found myself using it twice this week.

What is a Franken Game?

A Franken Game is a game put together our of parts of other games. Originally Character Law was a bolt on replacement for must of the Players Handbook, Arms Law was a replacement combat system and Spell Law a drop in magic system. If you decided to take HARPs scalar spells and dropped it into RMC then you are now playing a Franken Game.

I once took the vehicle rules from Car Wars and converted them to d100 and used them as part of Spacemaster. It makes a lot of sense. How big a part of Spacemanster are 21st century cars trucks and motocycles going to be? The answer is tiny so the developers could not justify spending hundreds of hours perfecting rules for them. How big a part of Car Wars are cars, trucks and moticycles? Probably 95% I would say so dropping Car Wars into Spacemaster boosted that aspect of the game in an area I needed for the campaign I wanted to play.

This is insanity!

The best rules for insanity has to come from Call of Cthulhu, so why reinvent the wheel? Just make the minor changes needed to make it look and feel like Rolemaster (think of that as the surgical stitching) and there you go. you have sown together your own Franken Game. Most of us have shelves of games you have played int he past but are not playing now. All these games have elements we really liked when we played them and bits that we didn’t necessarily like. Using them as a library of body parts allows us to customise our own games to fit the worlds we want to play in. It is also great fun and as long as you don’t break the rules too much in doing the conversion to d100 OE (open ended) then the original games play testing should safe guard your Franken Games balance.

NaGaDeMons Ahoy!

I mentioned this in my last post. National Game Design Month. It is the NaNoWriMo of the gaming world. Let me digress for a moment.

There is an old joke about a school caretaker bemoaning the throw away culture of today and how they don’t make things like they used to where you could repair things rather than just throw it away and buy a new one. Take this broom for example, they don’t make brooms like this any more… Its had 5 new handles and 7 new heads but it is still going strong!

If you had a game you loved but you thought you could swap out the combat system for something ‘better’* and then you think “hey I like these scalar spells!” so you swap out the magic system. After a while you think there has to be a better way to handle all this profession bloat and skill bloat. So if you replace character law, arms law and spell law are you still playing Rolemaster?

I think the answer is yes you are. If you have magic structured into realms and roles are open ended and combat is driven by criticals, these are the hallmarks of the rolemaster system.

On the other hand what if like the broom with the 5 new handles and 7 new heads, there is nothing left of the original system? I think at that point you have crossed the line from Franken Game to a completely new system. If you then make sure it all works together and covers all the bases then you have a new game on your hands.

Most GMs feel we could write our own game

Most of us [GMs] feel we could write our own game. Equally most of us never will. This is where the Nagademon comes in. It focuses the mind into a single month of effort to actully write up all those ideas you have about how to create a perfect roleplaying game and get them down into a document. One month to break the back of the project. You can take as long as you like with the editing afterwards and that sort of thing. you could even go one step further and put your game on RPGNow or Drivethru. Afterall what have you got to lose?

*better is in inverted commas as your better and my better could be completely different!

Revisiting Spell Law: Spell Casting Mechanics Pt. 2 Essence

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Now that we’ve laid the theoretical groundwork in Pt. 1 I wanted to explore each realm in a bit more detail. Since the original Spell Law, Essence has included the traditional spells established by D&D: fireballs, teleports, sleep, charm, fly etc and most of the general accepted “rules” of Magic-User spells.

  1. Casting Time. Spells take 1-3 rounds to cast.
  2. Metal armor interferes with Essence.
  3. Spells require a verbal and hand gesture component.
  4. Spell Powers. Spells cover a very broad range of power but exclude healing and most “animist” style spells.

Our deconstruction of Spell Law forced us to look at each aspect of Essence spells and casting mechanisms and see where it lead us. In reverse order:

Spell Powers. As a drop in rule set for D&D, it makes sense that Spell Law would include the basic range of Magic-User spells. However, one of our goals was to create clearer differentiation between the realms, reduce some of the issues of over/under powered spells littered through the lists and imply a logical motive for spells. For Essence we decided that it was “physical” magic, akin to science” manipulation of gravity, light, energy, elements, physical objects etc. So first we tossed out the spirit mastery spell list which we felt was better served by Mentalism or Channeling. Then we re-grouped spells by similarity, effect, or motive source rather than have professions themed lists that were filled with disparate spells in power and effect. So Fly was moved to Wind Law and Gravity Law—basically the same spell but with different working mechanisms. In Wind Law the spell-caster harnesses air to create a cushion that lifts and propels the target where Gravity Law nullifies gravity but produces the same spell effect. This became our “machine test”—could an Essence Spell be created using technology, a machine manipulation of physics or generated by math/computer processing? If so then it was a good fit for the Essence Realm.

Components. Unlike D&D that included physical spell components in some castings, Rolemaster didn’t dig too deep into the actual process besides making vague references to voice and hand gestures. SW delved a little deeper with spell “colors” for each realm, good/evil and hybrid spells but that was more for setting theatrics. So what are these voice/hand components? It was apparent that Essence couldn’t be cast in the spell-casters native tongue—that makes little sense! Are spell books described as being written in Rhaya or some other social language? Does that mean that every spell has been transcribed into all the individual world tongues? Of course not. The implication is that the voice/hand components of Essence casting is a magical language of arcane sounds/inflections/gestures. This magical language is the trigger and focus for generating spell effects. RM has introduced Magical Languages, but more as an optional rule or a skill bonus to casting, NOT as the standard input for casting. If we accept that a magical “language” is needed to cast an Essence spell than we need to accept that the caster’s skill mastery of that language is important to spell casting. In other words, the Magical Language skill should play some part in the SCR.

Let’s use a metaphor. Assume that only legal contracts written in French are considered legal and binding (the force of law). You can have lawyers in various countries all with extensive knowledge of the law, statutes or legal specialties, but their ability to read/write French is going to define their ability to practice law and create legal products. In this example the lawyers are Essence Casters. They are taught/learn spells (law) but can’t utilize this knowledge unless they translate their knowledge into an accepted format (Magical Language/French). In our rules a spell caster can learn a lot of spells but their skill in casting will be dependent on their Magical Language skill.

There are a number of ways to connect Magical Language skill to casting. You could set a rule that the spell level can’t exceed the # ranks in Magical Language; you can use the Magical Language skill bonus for the SCR etc.

Encumbrance. It’s a well imbedded trope in fantasy RPG that M-U’ers can wear armor. In D&D they just made it an arbitrary rule w/o much rationale to enforce profession roles and group balance. In Rolemaster a convoluted process has evolved combining organic/non-organic material, ESF, Transcendence Skill and a whole lot of work-arounds that too me, just seemed silly and overly complex. You can read the forums about all the issues around Transcend Armor, calculating encumbrance type, channeling and casting etc. Our “Free Market” approach to our rule set meant that we build opportunity costs into skill choices and I wanted there to be an armor/encumbrance cost to Essence casting. Since we eliminated Maneuvering in Armor skill, we just use the encumbrance penalty (RMU) in the SCR. No need to worry about organic or inorganic material, no worry about what type of armor. However that encumbrance penalty can have a real impact on spell casting. Intuitively it makes sense. We see “Essence” casting as a conductive process—the caster is the foci of the effect using the Magical Language to gather, hone and release power. Any encumbrance on our around the caster will interfere with this conductive process, acting as an Insulator and disrupting the spell power.

Casting Time. IIRC D&D had varying casting times for each spell. Rolemaster introduced a standardized system of 1-3 rounds (10-30 seconds). 30 seconds seems like a long time, but we’ve switched to 5 sec. rounds so 15 seconds seems workable. I like the idea of varying spell casting times, but in a nod to convenience we decided to stick with the 1-3 rounds for Essence. However, we discarded the Class types and just assigned SCR penalties for casting in 1 (-50) or 2 (-25) rounds.

So that’s where our analysis led “Project BASiL” for Essence. Casting is determined by the skill in Magical Language, is affected by Encumbrance penalty, casters can decide on casting time but may take a SCR penalty and the Essence Realm is redesigned and organized to fit our concept/theme of the realm.

Next up in Pt. 3-Channeling!