Shadow World & Monsters

I am playing a (now) 3rd level Druid in a Shadow World game. We started out in Haalkitaine and then traveled southwards towards a place called Swink.

So far, excluding the humanoid races, giant rats, harpies, goblins, and we are on the hunt for trolls.

The humanoids that have fallen to the fighters’ blades have been dwarves, elves, and humans.

We have experienced one essence storm, from a distance, but at the moment, absolutely nothing has jumped out at me, literally or figuratively, to tell me what is special about Shadow World.

In my own game, I have been homebrewing a world on the hoof, as we play. I decided that the world doesn’t have cows, the niche as common farm animal for food, milk, and leather is filled by something called an Ootan. They are rather like a buffalo or bison but without the horns. It is a tiny change, but it makes creates a significant difference. You do not want to stampede a herd of Ootan, even less than you would want to stampede cattle. Barns are bigger as well, and you get really big steaks.

Chickens have been replaced by Duka, they are your typical farmyard poultry but they mimic like parrots.

So far, in Shadow World, I am not getting anything that is making me think the world is any more special than Greyhawk.

I have played one previous campaign in SW and eventually we came across some high tech, in an underground wizards compound, we also eventually encountered Navigators, but these things came very late in the game.

I am assuming that they are not common? They certainly haven’t been in my explorations so far.

I think the biggest disappointment has been the monsters. Harpies, Goblins and Trolls are just standard fantasy fayre. Surely, SW has something that is uniquely SW and at the same time a viable challenge for a party of 3rd and 4th level characters?

What makes players fall in love with Shadow World?

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Low level combat in Rolemaster.

Building 1st Level Combat Encounters: SlyFlourish.com

There is a lot of discussion and criticism of the deadliness of Rolemaster’s combat system. Many times, these critiques are used in conjunction with arguments about the impotency of Level 1 characters. Unfortunately, this type of talk may turn people off from trying Rolemaster, the older versions or the upcoming RMu edition. The good news is that the deadliness of RM’s combat is probably overstated and outlier results can be easily addressed by good GMing, proper planning and some defensive strategies by the players.

For me, as a GM and player, low level adventuring is often the most rewarding. Level advancement feels like a real achievement, the stakes are high when survivability is uncertain and each new ability feels earned and appreciated.

I’ve heard descriptions that RM levels 1-5 are the frustrating “kill zone” range, 5-10th seem to be the normative gaming range, 11-15th are normal for longer run campaigns, and levels 15+ are much rarer. That’s probably as it should be, with general character ranges following a distribution curve of some form.

There is an older post from 2010 that covers some basic strategies for low level combat, and while much of it seem commonsensical, it bears review from time to time.

As a GM though, it’s relatively easy to design encounters that the group not only has a good chance of surviving, but can do so with some simple planning.

Encounter #. For me, this is the simplest approach to handling low level encounters. Having the group face a single foe has many advantages. First, it allows them to work cooperatively in a group and balance the various skills and abilities. Second, the focus of the group against one target improves upon their chance of success, and conversely reduces the random risk of a severe critical that kills a player. Rolemaster’s open-ended system is flexible, but the law of averages will create very high rolls and critical results. The more attack rolls a GM makes, the more likely an aberrant result. Having a dozen foes, even low powered ones, will make the odds of a high roll more likely.

Intel. Provide the PCs a chance to gather some intel or observation about the foe. Is there a mysterious animal attacking villagers in the night? Providing some clues about the creatures size, type of attack or similar details will allow them to plan for the encounter better.

Picking the battle map. RM allows for significant combat modifiers for terrain and cover. If the players can choose the terrain, they can tip the combat to their advantage and favor. Partial cover, bottlenecks or rear attacks against a single opponent give a group of low level characters more than a fighting chance.

Certainly, individual strategies like the use of shield, parrying and armor and weapon selection matter, but overall, it’s the GMs responsibility to provide balanced encounters, and the players responsibility to be prudent and strategic to survive! Rolemaster combat doesn’t have to be deadly, but rather dangerous and rewarding.

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Summary of Miscellaneous Musings on Spell Law, BASiL and RM Magic.

53 Chaos' Magical Languages ideas | runes, book of shadows, ancient symbols

With RMu seemingly close to release, I’ve left my BASiL project on the back burner for quite some time. As I mentioned in previous posts, I’m focusing more on game content rather than rules or rule hacks. Rolemaster & Shadow World needs more game support, not more Companions or optional rules. Plus, I’ve found everyone is fairly set in their ways using their own house rules, are waiting for RMu, or I rapidly change my own house rules as I progress. In fact, my participation here on the Rolemasterblog has slowly shifted me to more “rule light” than my previous drift to rule density. I like grittiness but am pushing back on complexity.

Eladans participation here on the RMBlog and over at the Forums, has re-opened some of the broader discussions on spells, lists, base lists and spell functioning. I had some thoughts rolling around, so I thought I would excise them via a blog post! An older summary can be found HERE.

  1. Revisting Spell Law Mechanics.
  2. Essence. Mechanics. The skill bonus is the appropriate Magical Language Skill. You can read more thoughts on this HERE.
  3. Channeling. You can read some thoughts HERE, and I’ve written extensively on this blog about channeling.
  4. Mentalism. I probably tinker with Mentalism more than any other “realm”. Here are my last thoughts about this. There were some comments and concerns about the impact of concentration on gameplay. Lately, I’ve been allowing the total number of spell levels cast not to exceed the total ranks in Mental Focus. So 10 ranks of Mental Focus would allow the caster to have 10 1st level spells “running” or 2 5th lvl spells etc. It’s less complicated but still models the appeal of “partitioning” that comes from Mental Focus.
  5. Notational Magic. Eladan’s posts over on the Forums, made me revisit some of my thoughts on Notational magic. You can read my original post HERE.
  6. Investiture/Enchanting. I haven’t done a deep dive on my solutions for imbedding and creating magical items. Mostly because the spell lists are fairly simple, much of the sausage making takes place out of game time and I built a very simple system for making magic items in game time. Some thoughts can be found HERE.
  7. Rendered/Performance Magic. I haven’t written much about this at all. First I need to put a lot more time into this, it’s potentially the most complex and interesting realm and it could add a lot of new magical layers to the Spell Law system. The concept of magic as performance is not new or novel, but utilizing it in gameplay can be.

This is just a summary of a handful of relevant posts I’ve made over the last 5 years! My thoughts and views evolve, but I always enjoy other thinking “outside the box”!

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Why Realms?

As my project to convert RM2 professions into the new RMU format continues, I continue to run up against an issue that has plagued me through every iteration of Rolemaster: a lack of distinction amidst the various professions, due in large part to the constant overlapping of spell lists.

As I continue to analyze the issue, I realize part of it is tied to concept of realms of magic. The problem as I see it is twofold:

1. Repeating Lists – Certain lists have repeating versions across the realms (Mentalism and Essence both have an attack avoidance list with Bladeturn/Deflect, Channeling and Essence both have a Delving/Lore list, etc).

2. Realm Focus vs Professional Focus – It seems like certain professions are over or underpowered based on their realm, and don’t necessarily match the concept of the profession itself (While Paladins are a martial semi-spell using class, and their base lists reflect this, they don’t have access to attack avoidance spells, while the Bard and Dabbler do).

I know this has been discussed to some extent, and some of you have even integrated house rules to correct these discrepancies. For me though, the concept of realms is the culprit. As far as I can tell, realms are really a holdover from ICE’s connection to Middle-Earth, derived from the concepts of power in that universe. If RMU is going to be a more generic system that allows world-building, I think a new vision of magic might help clear up some of these problems. Enter the concept of Spheres.

I’ll admit there are some D&D / Mage: Ascension genes in this idea, but here are the broad strokes:

🔸 Rather than three overly-broad realms, I have been building a new experimental list of Spheres, each with three lists, that are categorized thematically (Healing, Perceptions, Knowledge, Movement, Nature, etc)

🔸 Instead of each profession having access to 10 open and 10 closed lists, pure spell users have access to 3 primary spheres (with open costs) and 3 secondary spheres (with closed costs) that are assigned based on their specific profession. This gives them initial access to 18 lists vs the current 20 per realm, with all other lists perhaps having restricted costs. For semis, perhaps 2/2 spheres?

🔸 Each profession still has full access to their 6 base lists at the corresponding cost.

The real advantage to this in my mind is that it forces some diversity amongst the various professions. Instead of every Mentalism or Essence using profession having access to Bladeturn, a Monk might have access to the “Combat” Sphere (Anticipations/Attack Avoidance/Damage Resistance) while a Magent has access to the “Chi” Sphere (Self-Healing, Speed, Shifting). Obviously the lists might need some adjustment and swapping, but this prevents everyone in the game from dumping ranks into Attack Avoidance early on and requires that characters play to varied strengths.

This also allows GM’s to balance spheres across professions to match their respective power levels in terms of development costs. Realms can still be used to balance spellcasting requirements such as armor and verbal/gesture limitations when casting. Rangers still can cast in leather, Mages still can’t, etc.

I am hesitant to post a picture of my list of spheres up here, only because I’m not sure of the nuances of the privacy agreement we all sign as RMU play testers, but would be happy to share if you think it’s acceptable. Thoughts? Am I complicating something that doesn’t need revision? Or is this a new mechanic that might help streamline professions for you somewhat?

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Rolemaster game settings and Shadow World boxed sets.

ICE Shadow World 6100 Emer - The Great Continent | #129387579

The most recent post in Grognardia had me thinking about a number of issues around game settings, game material and the appeal of the old school box sets. The Grognardia blog was a review on a early 80’s Chaosium/Runequest box set: Borderlands. I admit that I have no experience with Runequest or this product, but the blog evoked fond memories of older game products we did use and enjoy.

First, I want to point out a quote that James is quoting in his blog (bold emphasis is mine):

Borderlands is another good example of what Chaosium did well: present a large area of Glorantha in an approachable fashion and never forgetting to make it gameable. That’s very important to me. However interesting and evocative a game’s setting may be, one must never lose sight of its purpose: to foster adventure in the game itself. Setting for setting’s sake seems to me to miss the point..”

As soon as I read this I immediately thought of Shadow World. There are lots of reviews on Shadow World products that can be found on the web, but two of the most persistent are it’s “Kitchen sink” nature and it feels so high level as to preclude useful adventuring. The first complaint I attribute to the non-canon SW modules; no matter their quality, they so varied in theme and tone that it gave SW a very generic feel. I challenge anyone to read Xa’ar or Emer material and argue that it’s a generic setting.

Beyond that though, I wonder if Shadow World is a better narrative product than a practical adventure material? As James asks:

“…a setting through adventures rather than through pages upon pages of background information, a “show, don’t tell” approach…”

Shadow World books are certainly great to read; the timeline alone is a significant piece of work product that is filled with depth and campaign ideas. But I’m reminded that many people’s favorite SW books are Quellbourne and Norek–both are foundational low level settings with generic fantasy concepts but are definitely not Terry’s writing style. So is Shadow World more inspirational than usable? Is it more cool than practical? I’m not speaking for myself; I write and use SW exclusively since I have so much time invested in the setting and not enough time to commit to other game systems or settings.

What about other settings? We used Rolemaster in some other settings:

Middle Earth. Like everyone else, we shifted from D&D to Rolemaster, but still wanted to play in Middle Earth. For us, it was mostly a campaign using The Court of Ardor, but I don’t recall ever getting to the higher level narrative. Thinking back though, I’m not sure much of the MERP books were playable in the way that James is discussing.

Midkemia Press. One of our favorites, and very reminiscent of Borderlands mentioned above and perhaps much of the early Judges Guild products were the Midkemia books. Of course a quick read of the first Midkemia novel Magician: Apprentice reveals it’s roots in a rpg game. This makes the associated game material so “useable”. We especially liked Jonril: Gateway to the Sunken Lands.

I try to be conscientious when writing SW material, and part of the process for me is adventure hooks. That’s why the Rolemasterblog 50 in 50 is such a good exercise; it forces me to continually come up with short adventure sparks that might not fill pages, but could end up using several game sessions and mutate into a significant narrative. I also want to maintain roots in those early game sessions that I played. SW may not be dungeon oriented, but my early gaming years were spent in the search of treasure!

I also wanted to comment on boxed sets. SW was launched with the original box set, but honestly, it felt a little underwhelming. Emer: the Great Continent was a vast improvement–especially the darket cult aspects and the addendum material. But, like Borderlands, box sets were a feature of early gaming.

Will there ever be a future for box sets in Shadow World or for I.C.E.? In the new world of digital media and print on demand, I doubt the economies work for such a product…but let’s use our imagination. I imagine 2 box sets, a final capstone on Terry’s work that completes the 2 main continents: Jaiman & Emer.

Box 1. Jaiman.

  1. Gazetteer Jaiman. Timeline, flora and fauna and politics and power overview.
  2. Jaiman Players Guide
  3. Jaiman I, the NW.
  4. Jaiman II, the NE.
  5. Jaiman III, the SE.
  6. Jaiman IV, the SW. .
  7. City Books. Lethys, Norek, Haalkitaine.
  8. Book of Adventures. Legacy of the Sea Drake and assorted adventures.
  9. Atlas Jaiman. maps and more maps.

Box 2. Emer.

  1. Gazetteer Emer. Timeline, flora and fauna and politics and power overview and more maps!
  2. Emer Players Guide
  3. Emer I
  4. Emer II
  5. Emer III
  6. Emer IV
  7. City Books. Eidolon + 2-3 others.
  8. Book of Adventures.
  9. Atlas Emer. maps, maps and more maps. GM maps, city maps, player maps, treasure maps. etc.

Looking that over, most of the work is already done and Terry probably has little incentive for one last re-write or re-org. But imagine a kickstarter campaign that funds this work and new artwork and lots and lots of maps. Would that be of interest to anyone? Plus it would cement both continents into final organized products with a TON of material for years of play. I can’t imagine Terry tackling another continent in a comprehensive way that took decades of work for Jaiman and Emer.

As stand alone books, there is well over $100+ in print products. As a kickstarter you could offer special maps, or similar incentives to tier pledges. What would you pay for that product? Finally, if you could group fund it and raise the capital, why not stat it for RMu. Tackle the whole thing once and for all.

In summation:

  1. What are your thoughts on the playability of SW material?
  2. Besides ME, have you used SW in other settings?
  3. Do you have a favorite box set from the Golden Age or something more recent?
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Hirazi. Race or Monster?

Winged Folk | Ogre Battle Saga Wiki | Fandom

I recently wrote on my blog topic “Race or Monster” and discussed the Krylites in Shadow World. Like the blog previous to that on the Neng, I wanted to explore the suitability of non PC races for use as player characters. Given that racial stats are provided for virtually all humanoid creatures, it doesn’t seem a stretch, even if playing a “monster” creates in-game social issues.

This time around I wanted to discuss an actual Shadow World race that may be ill-suited for PCs: the Hirazi. Here is some data from the Atlas:

Hírazi:

  1. No professional limitations.
  2. Large, muscular humans, with wide shoulders to support their wing structures.
  3. Their bones are hollow, their lungs are huge, and their muscles have a
    unique structure which makes them very light.
  4. This race is rather fragile.
  5. Their fabulous wings are covered with plush white feathery hairs like those of a bird—vary in color from blue to white to gold, often a shimmering combination of the above.
  6. A Híraz may fly at up to 30 mph for short periods (1 min/con pt)
  7. They may acquire skill in gliding and travel for hours on thermals.
  8. An adult Híraz can carry up to about half his/her weight for short distances at half-speed

Having a winged humanoid is interesting, but not only could it be potentially unbalancing, but the player would be severely limited in a variety of environments. In fact, when you examine their flying ability, they have some short-comings there as well. So they don’t seem very good underground, underwater, in cities, in small confined spaces and can’t really fly fast or for very long….

I’ve never used Hirazi in my SW campaigns. Not as PCs, NPCs or even as window dressing. So what’s everyone’s opinion?

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Sabre Lake Campaign

Over the past three months, [January, February & March] I have been writing up a piecemeal campaign. It is all based around a single map, but one I am chopping into smaller parts.

Each of these bite sized pieces I have been publishing in the fanzine. So far it has been two locations each month, and I have done about fifth of the map.

This was going to be a 2021 project, but it looks like it will end up taking longer than that.

Something else I am doing with this series is using a much wider variety of monsters.

The three parts so far are:

RolemasterBlog Fanzine Issue 45

Issue 45

RolemasterBlog Fanzine Issue 46

Issue 46

RolemasterBlog Fanzine Issue 47

Issue 47

In addition to the named sites on the Sabre Lake map, and the start of the campaign story arc, one can also drop in other encounters, locations or adventures.

I noticed that the RolemasterBlog Adventures, also known as 50in50 despite that name being a bit outdated, have now gone over 60 titles. There is a bundle of latest and #61 [Elemental Tempest] is also out.

RolemasterBlog Bundle 51-60 [BUNDLE]

The original idea behind 50in50 was to publish 50 short ‘drop in’ adventure seeds, encounters, or locations in 50 weeks. The first set actually took a fraction over the 50 weeks, but real life tends to get in the way. We then launched into another 50, but this time without the time constraint. I think we are putting out one or two a month.

I never expected these to be very popular, Rolemaster is a rather niche game, after all, but we have literally sold hundreds of copies of some of these and thousands if taken as a block.

The point of this article is that I had not really kept track of how many of these were being sold. Then today, someone was complaining that their magazine used to be in print, but due to a lack of growth, I think they are selling less than 20 a month, they are going to just online.

This is what happened to the Guild Companion, from print to online to …. flatline.

The Adventurers Quarterly took about 7 years to publish 4 issues and the withered away.

I think this is rather sad. Games are often a labour of love, but at the same time, if you give up, everyone loses. The past 12 months have been far from normal, and not every business is going to grow during a pandemic, especially if people are worried about their jobs/income.

This blog has seen a nice up turn in activity in 2021, I am impressed. I also feel like RMu is finally going to happen.

Rolemaster definitely does not feel like it is in remission, if anything, it is on an upswing.

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The colors of magic in Shadow World.

Chaos Magic and The Pagan Year | The Blog of Baphomet

I can’t recall when visible colors we added to the Shadow World setting, each color or “tinged colors” assigned to the various realms, hybrid realms and aspected magic (evil spell lists). I think it was one of the Master Atlas editions but I would also guess it was included in one of the Rolemaster Companions as well? (If anyone knows feel free to comment.)

For reference, some of the language in the Master Atlas:

The Colors of Magic
Most common of the three realms, Essence colors are based
on the rainbow of light. The colors are more down-to-earth, as
would be expected for a power which comes from the earth itself.

Other colors:
Blue: The purest Magic, often associated with the Iylari. Its appearance would be more common than ‘good’ Channeling except in powerful magic items created by pure Alchemists.
Green: More suspect than golden Channeling, Green Essence implies a certain selfishness or impurity of spirit. Certainly not evil, but not necessarily to be trusted as a brother, either.
Red: Those who have fallen to the Shadow cast spells with a luminous red hue. Evil Magicians such as the Dyari wield the red light of dark magic with skill and ease.

So when I first encounted this concept I was intrigued and I rather liked it. But now I am of two minds:

  1. It’s cinematic. As a GM any flavor or dressing is helpful to the narrative, especially during combat which can turn quickly into rolling dice and rote damage recitation. I think one of the enduring appeals of RM critical tables are the actual critical descriptions–they too are cinematic in nature and were more interesting than D&D roll 1d8. The visual spell manifestation also works well with Terry’s writing: both the vignettes and in his fiction.
  2. It adds flavor to the Shadow World setting. While spell law gets accolades for the sheer number of spells, they are often considered “dry” both in names and in effects. Certainly different than the Vancian spell types established by Gygax. Adding spell colors gives additional depth to spellcasting and density to the concept of the Essaence.

but…

  1. It breaks Spell Law and render some spells obsolete. There are spell lists in all 3 realms that allow a caster to detect a spell’s realm, it’s type or even specifics. Having color codes for realms, alignment and even type eliminates the need for some analysis spells.
  2. There is a bit of “alignment language” imputed into colored magic. For instance: “Those who have fallen to the Shadow cast spells with a luminous red hue. Evil Magicians such as the Dyari wield the red light of dark magic with skill and ease.” Should the GM hide the red hue of an evil caster for narrative purposes? Spell trickery or mastery may allow a caster to “hide the hue”, but isn’t this just adding complexity where it isn’t needed?
  3. Meta gaming. Providing a visual reference allows imparts important spell information to the players–even non-caster PCs who may not “know” anything about magic even if the player does.
  4. It feels a bit simplistic and “young adult”. Good magic is “white” bad magic is red with black tinges, neutral magic is green etc.

What do you think? Do you use colors of magic? Something similar?

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Shadow World Spin Cycle. Angmar: Land of the Witch King.

For those that are not familiar with my Shadow World Spin Cycle series, I review older MERP modules in the context of using them in Shadow World. Why? Well, most of the early MERP products shared much of the same DNA as the “Loremaster” series: the artwork, the writers (Fenlon, Amthor, Britton) so re-purposing them is fairly easy and consistent with the flavor and style of SW.

Angmar was the first MERP book released in 1982 and authored by Heiki Kubasch. Cover art was done by Gail McIntosh, and like all of her work, not only depicted a great “action” scene, but one that could be visualized in the context of role-playing. This is basically a 48 page supplement, plus 9 pages of beautiful Fenlon maps in the back. Interestingly, page 48 includes a section on “Selected Reading”. It was common in Gygax books and Golden Age role-playing to include a reference list in the back. I’ve never thought about it, but I wonder if this list was standardized or specific to Angmar or the author. I will check into this!

Like most I.C.E. regional modules the ToC is standard and familiar to Rolemaster players: Land & Climate, Flora & Fauna, Peoples & Cultures, Politics & Power, and Places of Note and finally Supplemental information and charts.

I’m going to skip the first 10 pages that consist of overview material on Rolemaster, B&W maps that are duplicated in color, map keys and Middle Earth background on the area.

Flora and Fauna. This section focuses on creatures that are very Tolkien/Hobbit: Trolls and “troll holes”, Giants and then dives into a few specific Dragons: Scorba and a lesser Drake Corlagon the red. Scorba is a major Dragon, and like Smaug, resides in a Dwarven stronghold (Zarak Dum) on a vast pile of treasure. Finally, there is a paragraph on Bears. Honestly, this isn’t much of a useful bestiary although tackling Trolls, encountering Giants and perhaps eventually battling Corlagon would make for a Hobbit like campaign. For Shadow World, there isn’t much useful so far.

Peoples and Cultures. There are 3 mannish races: Rhudaur, Rhun and Estarave who live in the cold, harsh environment. Not evil, but generally are governed by evil leadership. Populations reside in fortified villages, and social advancement comes through the path of the warrior. To me, this is close to the Syrkakar culture in the Iron Wind the and cultures of Xa’ar. Not much to take from, but it would easy to transport this material to the Northern regions of Jaiman and use this as part of the kingdom of Sulthon? (Angmar: Land of the Dragonlord)???

Politics and Power. Putting aside the Nazgul Witch-King, the real foes in this book are the military forces. Several pages detail the army and command structure, with added information on 7 Generals. The armies also have a band of 50 War Trolls and information on several special forces: the Crossbowmen, Trackers, and the hoerk which is an elite fighting group. This is all good stuff and easily added into a Shadow World campaign as an army in Ja’miil Targ or for Lorgalis in Ulor.

Places of Note. Most of this section covers the massive fortress of Carn Dum which is basically 2 fortresses, one built on the mountain and the vast facility underneath.

This is a great fortress layout, and easily used for any Rolemaster adventure or Shadow World stronghold. Here is just one cool level (must be by Terry):

Next is the border castle of Morkai:

A fortified village of Kuska which has conveniently numbered buildings even though it lacks the descriptions.

A small outpost of Cargash:

Eldanar Castle:

These are all useful layouts and great adds for you own adventure or campaign. If you are like me, designing fortresses, castle and towers is mostly the layout and design: I can add content quickly and easily; even if it’s an unexpected turn in the adventure! So having ready layouts from older MERP modules is a time saver!

The remainder of the book has some useful but brief material: info on raids and sorties, designing an outpost or castle, a short list of herbs and drugs, the NPC table from Character Law, Master NPC and Military charts. On page 44 & 45 there is a neat summary of siege equipment:

Finally, page 46 has some brief thoughts on adventures, a small ruin layout and a troll hole map. A bit weak for adventures, but the layouts are still worth the price of this book!

Overall, Angmar is a great resource to re-purpose for Shadow World or really any Rolemaster adventure. Again, for Shadow World I see this as a good add to Ulor (use Card Dum for his fortress) or in Wuliris (although Terry is working on that area now).

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A flurry of Blows, Bolts, and Arrows

flurry of Blows has always been a bit of a bone of contention. It seems to apply to melee, where your attack is just the attack that was most likely to succeed from many in the round, but not so much for Firebolts or missiles weapons.

But what if I have been thinking about this the wrong way.

In Spacemaster, or at least the version I had, energy cells/weapons did not have a number of charges, you ran out of energy when you fumbled, or at least there was a chance of energy cell drain.

This made me think of the Conan 2d20 system for handling ammunition, such as arrows and crossbow bolts. In that system, you do not have to account for arrows and whatnot, you only run out of arrows when you have a really bad result, pretty much the same as our fumbles.

If we adopt that attitude, not necessarily out of ammunition but a less bean counting attitude to arrows and bolts, is there any reason not to apply flurry of blows to missile fire.

I am an archer, so I have always had a bit of a bias towards archery in RPG rules. It also means that I have never liked the reloading penalties in RM. I can nock, aim and shoot an arrow in about 3 seconds and hit something the size of a dinner plate from 50′ from the back of a galloping horse. The idea of firing one arrow every 20 seconds or so simply does not marry up with my own experience.

I get the argument that most of the round is spent picking the perfect moment, unless it isn’t.

If we went full flurry of blows, including archery, our archers could fire 2, 3 or 4 arrows in a round, but the attack you roll is the arrow most likely to hit. The only differences are that the character would go though arrows much faster, there is much more likely to be arrows sticking out of door frames and and anything else lying around form the arrows that didn’t hit, and the reloading penalties need to go.

There are frequently too many penalties, so dropping a penalty or two is not a bad thing.

Firebolts, and things that go Bang!

There is absolutely no reason why the firebolt spell has to throw a single bolt. It could just as easily be more akin to D&D’s magic missile, where the caster is hurling fire for the entire round. We still resolve a single attack, but the bolt that hits is just the bolt that did the damage.

There is absolutely no mechanical difference. It is purely special effects, and style.

Ammunition

The only thing I am left to worry about is ammunition. If you are firing 2-4 arrows a round (2 for a 5second round and 4 in a 10 second round) you could go through a fair few arrows in a combat.

My players don’t use bows much, they are generally unimpressed by Puncture criticals. but, I would be perfectly happy to either think of a quiver of 12 arrows actually having sufficient arrows of 12 rounds, rather than 12 arrows.

I own 3 quivers, one holds 8 arrows, one holds 48 and the last holds 60. My quivers are all built to traditional designs, none of these plastic tube things you see a lot of today. The point is that apart from a pound or two of excess encumbrance it makes no difference how many arrows the character has.

To me it is more valuable to have a completely consistent view of what happens on the battle field.

If for some reason a character gets a second critical, it would make sense of how an arrow, or firebolt, managed to hit them on the hand and the ankle! More than one arrow, more than one bolt.

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