Update Time

Yesterday City of Spiders, one of the first 50in50 adventures became a Silver best selling title on Drivethrurpg.com. That is no mean feat. We still get sales of those adventure hooks most weeks. It won’t be long until we get a raft of them going silver.

I am going all out to complete outstanding projects before the end of the year. Ladt week I was working on my Wild West game. That is now ready to go to kickstarter. That is new territory for me. I gave had to pause that for a few days as jump through the legal hoops.

As I cannot go any further with DS:WW right now my attention has turned to Navigator RPG.

Navigator RPG

Since Friday I have completed the Star Knight meditations and Mystic Gifts. These replace the Telempath’s psions in Spacemaster. I have also converted all the equipment over from White Star to Nav and started building the Nav version of Arms Law. Ladt night I finished the last of the melee weapons tables. Tomorrow I start the ranged weapons which include bows, guns and energy weapons.

When I am working on projects like this they often seem really simple before I start. They then go through a phase where for everything one part I complete I notice two more sections that I need to do.

I am in that phase now but I don’t think it will be long until I am crossing things off faster than I am adding them.

As of today you can create a character using any race, culture, profession learn and use psionics and beat each other up using hand to hand combat and ranged attacks, even grenades and make maneuvers.

No one will die because there are no critical tables.

There are no spaceship rules, no monster/aliens/robots. The only healing is through gifts and meditations. There is no natural healing yet.

There is no universe either.

I am sure there is a lot more that I haven’t thought of but the current list is not overwhelming.

I am mentioning all this as I think I am only a week or so away from sharing what I have so far.

I do need some help though. See right at the bottom of this post if you are feeling creative.

City of Forgotten Heroes

I started to detail the city last month in the fanzine. The first month I did the marshes around the city, the city walls and the gate house on the causeway. This month was the library, complete with ghost book, the orchard and a new location called the architect’s tower.

In the October issue will be the palace, the cistern and Octomancer.

I think I will have completed the entire RMu adventure path before the end of the year. I estimate the entire thing will take characters from creation to 12th/14th level.

I mention this because I am aware that sometimes I can seem really enthusiastic about something and then it disappears from view. I don’t just drop things, it is just that actually doing the hard bit of writing it all up isn’t very exciting and having a monthly publishing schedule means that nothing moves quickly.

Amusingly, I don’t know what the end of the adventure path is. I am not entirely sure how to get from the past bit I have written and the point where the characters save their world and defeat the BBEG.

I am sure it will come to me. I have 7 weeks to think of it and get the characters from where they are to where they need to be in time from the final climax in December.

I wonder if I will complete the adventure path before RMu is released? It is supposed to be in Nicholas’s editing queue now. How long will that take and the same goes for art commissioning and layout.

On September 22nd there are 100 days of 2019 left and we were promised RMu in 2019.


What I could do with is a bit of help coming up with witty and graphic critical descriptions.

At the moment I have need of the following critical tables. Puncture, Slash, Krush, Fire, Unbalance and Impact. I would really appreciate some suggestions for the criticals. There are 120 entries on a critical table and I have six to do giving 720 lines to come up with.

All help will be greatly appreciated. Just comment below.

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2 Page Random Adventures?

What is that quote?….
There are only 7 plot devices for every metastory. Perhaps you only need a D7 


I always think of adventures as all being variations of “Put the characters in a hole, throw stones as them as they try to get out.”

Your plot is the hole, the stones are the encounters and the characters attempts to climb out is the story we tell over the campaign sessions. So I make that a D1.

Of course we are all talking about slightly different things here. There is a wonderful random adventure generator I have used in the past. It was written for D&D based upon tables from the Dungeon Master’s Design Kit by TSR, Inc. You can find it over at Donjon.

I use the generator, copy it all into word and then rip out everything I don’t like. I then create the NPCs I want to play, reprising any that I think deserve another outing and from there I can start the stage dressing. That is the thing about RPGs, they are all about the people. No people then no role playing. If the NPCs are barbarians then you get an instant impression of the locations. If they are ninjas then that suggest something else, wood elves are another thing all together.

For my random toys idea, I could:

  1. Run the Donjon random generator enough times and borrow the ideas to build some d10 tables. Eliminate the bits I don’t like. Then mash up Brian’s encounter tables to make it more Rolemaster.

  2. Buy the design kit myself and build a random generator myself with Rolemaster as a design criteria right from the start. It only costs $4.99 for nearly 100 pages of stuff that I could adapt.

Both options have problems. The first is that I would be using second hand random tables. There are only 7 possible ‘cruel tricks’ in the Donjon tool. Does that mean that there were only 7 in the original book? Did the original table say 1-3 no trick, then the 7 tricks were listed from 4 to 10? I personally don’t think 70% of adventures should have a cruel trick in the tale.

I also don’t really want to build a web tool. I feel I want to keep my cake and eat it. I was detail and sophistication but I also want the simplicity of a few tables and only a few rolls.

There is a part of me that would quite like to try and get the entire adventure generator on to a double page spread. That gives quite a lot of paper real estate to work on. Pages 1-2 could be Alpine adventures, 53-54 would be Waste/Barren adventures and so on. Creatures and Treasures defines 27 different environments.

Preselecting an environment would mean that I would know what monsters are viable, the weather conditions could be tailored as well.

Without having actually tried this I am guessing I would be able to fit four d100 tables, one per column over a double page spread or eight to twelve d10 tables. The Design Kit uses 22 criteria which I would have to condense into 12 or less tables. I could then combine things like Omen/Prophesy, Moral Quandary, Red Herring and Cruel Tricks into a single table. There is also the option of on an 99-00 roll twice and use both results. so they do not become mutually exclusive but also not every adventure will be driven by a prophesy and have the players face a moral dilemma.

The more I look at the Donjon tool the more I think it can be compressed into my double page spread format. If I don’t buy the Design Kit I cannot be accused of copying their work either. At most it is a derived work from a derived work with a healthy dose of Rolemaster thrown in as well.

Four d100 rolls or 12 d10 rolls are more dice than I originally intended but everything on just two pages also seems to be pretty light weight. It also does away, to some extent, with RM’s obsession with obscure codes for climate and terrain.

The last key factor is what monster to include in each environment. I could just go with my Creatures & Treasures but there are a few monsters that are in RMFRP/RMSS and RMu that are not in RM2/RMC. There aren’t many but there are some. If I put this project on a back burner until January we will have the actual Creature Law book to work from or at the very least I can work from the RMC Creature Law, which is the most restricted monster book out of all the RM versions.

I really think there could be a book in all of this somewhere. What do you think?

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Simple Fantasy Adventures

Take a look at the post below from Stargazer’s World. SFA is a retro clone of Lord of the Rings, which was a simplified MERP which was a simplified RM.

I don’t see SFA as a direct threat to RMu. It is an 18 page free pdf game. The biggest threat is that these games, like vsDarkmaster as well, take away every unique selling point that RMu has. Criticals are commonplace now, detailed d100 systems are not uncommon thanks to ‘powered by Zweihander.

The last thing that RMu has is in targeting experienced GMs by being too complex for beginners. Not the best selling point possibly.

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Itchy Adventuring Finger

When we [BriH, Edgcltd and I] wrote and released our 50in50 adventures we studiously avoided including any explicitly Rolemaster Stats (I was naughty and created a new monster or two along the way) to make them system neutral.

Since we released them we have sold over 2,200 copies.

Writing adventures is a bit of a fool’s errand as a great number of experienced GMs will always prefer to write their own adventures and almost ever adventure will need tweaking to make it work with your setting and campaign.

Since the end of the 50in50 we have had more ideas bubbling away in the background but we have not had the time to implement them. Isn’t that always the case? Ideas are easy, finishing them is more difficult.

I have been experimenting with a few different formats this year. The first is the regular adventures in the fanzine. I did two different styles. The first was a complete standalone adventure. Do you remember all those cliched starting adventures I was talking about at the beginning of the year? I wrote them up and published them in the fanzine. I didn’t include any monster stats or detailed NPCs. I just pointed the reader to the right Creatures & Treasures or Creatures & Monsters page. For the RMu I only used monsters that appeared in all editions of RM from RM2 to RMu. For NPCs I used the stock NPCs featured in Character Law for the existing versions of RM and JDales random NPC maker for RMu. In effect I did not have to publish any copyrighted material to create a fully RM compatible adventure.

The fanzine has sold a little over 750 copies so far so it is a ticking over nicely.

The second thing I have been doing with the fanzine is to create an adventure path. I start work on the 7th instalment this week and it has all been building up to The City of Forgotten Heroes. Last month included getting to the island where the city lies and past the gate house into the city. There were sea encounters, swamp encounters and the gatehouse. This month will be the library, if you can remember that far back.

Those were experiments 1 & 2.

Experiment 3 was to produce a RM compatible module. It was called The Corrupted Jungle Collection and it was a set of adventures on the coast of a jungle covered strange land. The adventure was basically a sandbox with locations the characters could visit and different factions that they may or may not encounter and at least one obvious bad girl who had nefarious plans. It has volcanoes, cataracts, jungle chases and lost ruins, what is not to enjoy?

No one is going to get rich from writing adventures but they are good fun.

It doesn’t matter what format we have used from stat-less system neutral plot hooks to standalone modules to the adventure path every single one has sold. There is an appetite for this stuff.

I see Rolemaster at its lowest point right now. There is almost nothing going on to draw in new players to the existing system, ICEs social media is woeful simply because they lack resources. The very existence of a pending new edition is a put off to some potential new players, why buy into something obsolete? And to put it bluntly we are getting older and the average RM player must be getting into peak heart attack territory.

I said at the top that many experienced GMs like to exclusively create their own adventures. All these factors, no new blood, a thinning of the ranks, the pending new edition and a lack of interest from GMs makes writing adventures for RM a labour of love and not a way to make money.

But I still enjoy doing it.

Following on from the Jungle Collection I can easily see a Mountain Collection, a Desert Collection and so on to offer mini sandbox campaign in a wide number of settings and a chance to showcase a wide range of monsters and threats from natural hazards alongside them.

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Random Toys

I was playing a game (rpg) this weekend and it had some rather nice random adventure tables. The way the rules were written had it so you needed to roll one of every polygon dice. The first roll you give you a fact and direct you to a sub-table, the next roll gave you the next fact and moved you on to the next table and so on.

The results built up the mission the characters thought they were doing with a reward they believed they would earn, the actual destination and the actual rewards available, the boss threat at the end, the minions and a significant threat/creature between the start and destination.

The way things were set up gave 4x6x8x10x12x20=460,800 possible combinations of adventure. On top of the random adventure outline once the game started, it was a bit of a hex crawl, there was randomised terrain and weather.

There was not one discernible difference between the adventure I had at the weekend and many ‘paid for’ modules. There is no point in sharing the actual tables as the game was very much like Gamma World and the ‘monsters’ were mutant fungi and a mutated National Guard dude. Beside which they are the publisher’s IP.

The principle on the other hand on random adventures is not new. The cutest part was the built in possible misinformation which had the party planning for one mission and discovering something completely different on the ground.

Thinking in d10 terms I would not be too difficult to come up with 10 quest givers from village elders to town councils to enigmatic sages and mysterious gypsies. That is four right there. Building Quest giver x destination x reward using d100 gives 1000 possible. Here is the clever bit. We swap in the threats and real destinations to fit the game setting, a bit like biome based random encounters. So look at your map of your game world and pick 10 actual places, tombs, castles, ruins and so on. Then ten threats between the party and destination and the threats at the location and your boss figure. All of the threats would be local to add in more local flavour and to top it off you roll the weather for each day for the next ten days. The final component would be the actual reward/treasure.

This is the one change I would have made to the original rules. I would have related the real reward to the promised reward. In that way the differences can be explained as the effects of rumour or lost knowledge if you were supposed to be finding and returning an item. If the reward was purely financial from the quest giver then the characters should get what was promised.

Admittedly I haven’t created these random adventure tables but they do not seem to onerous. Much of it could come from creatures and treasures encounter tables, you just strip out the encounters that are not suitable. Weather tables are often found in setting books so we don’t really need to create that.

What really brings these adventures to life is the roleplaying. Why does the quest giver need the characters or the object, how does the quest giver relate to the rest of the local culture. That can go just as easily for a village or an NPC, villages are often in or on someone’s land so the adventure would ripple through the local news and rumour mills.

I have done this sort of thing in the fanzine when I wanted to give the characters encounters to keep them interested and busy between major plot points. I didn’t want the major events to be bang/bang/bang after each other but I also didn’t want to write dozens of side quests. I hadn’t considered start to finish random adventures complete with misinformation.

For anyone thinking of world building these could be interesting to try.

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The Mirror Tells Her Lies

Way back last year sometime I did a direct comparison between RMu, RMSS, RMc/RM2 starting PCs and those of other d100 systems like vsDarkmaster and BRP.

In all cases the starting skill bonuses were within a handful of percentage points of each other. To all intents and purposes you could play any adventure from any game system using any rule system and things would work with little or no changes. When I say little change it would be things like Zweihander has no #hits or hit points so you would have to fill in the blanks or you would need to know what AT to assign to the actual armour descriptions.

This only works with starting characters. As characters level up or advance they diverge rapidly. Zwei characters barely change for great blocks of time, BRP/OpenQuest/Runequest has characters improving across the board by by a few percent at a time and Rolemaster has stepped progression with each level but that could be two ranks plus profession bonuses. In the early levels RMu’s DB inflation has not really kicked in either.

By sixth level RM characters are toting around core skills over 100 including skill, stat, profession and some minor power items. Many d100 games max out at 100 so never break that ceiling.

Seeing as almost noone is writing adventures for Rolemaster AND Runequest conversion rules were published in the back of the RM2 C&T books we can mine Runequest/OpenQuest/BRP adventures for modules, cool locations, NPCs and so on. On DTRPG there are nearly 250 books in the RQ/BRP/OpenQuest categories.

What prompted this post was an adventure I saw posted on Kickstarter. It is the book named in the title of this post The Mirror Tells Her Lies. What made it stick out was this bit of the description…

“The Mirror Tells Her Lies” takes full advantage of this quality. It is a take on the moral quandaries faced by PCs, in a place where all the dark places of their souls will be used against them. It is a short adventure, playable in one to two sessions, designed for experienced characters and players who love roleplaying their characters as opposed to hacking away at everything they see!


Nearly all Rolemaster players and GMs are experienced. An ‘experienced’ RQ/BRP/OQ character is only the same as a 3rd or 4th level RM character. That means the adventure is quite possibly a good one for experienced players playing lower level characters, old heads on young shoulders.

If you can get the knack of doing the conversions to your preferred version of RM then I think these adventures could be a great source of inspiration. The adventure above is by Michael Hopcroft and is fully funded. It also says that it is the first of many. Lots of potential adventures there then!

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RMU Update: No Maneuver Chart Required!

Perhaps the most common criticism of Rolemaster over the years is that it is ‘Chartmaster’: overly reliant on charts for basic actions. I think everyone should rejoice to hear that RMu has now dispensed with the need for a chart to handle basic movement.

JDale just noted that the default method for movement in RMu is now what I call the ‘pay AP to move’ method (if you have a more succinct name for that by the way, please let me know!). Characters simply pay action points for movement, just as they would pay for any other action. You get to move up to your BMR for each point spent. Want to move 1x your BMR? Pay 1 point. 4x? Pay 4 points. There is a minor wrinkle in that to get to 5x (the maximum pace normally allowed), you have to spend your instantaneous action for the turn. But otherwise, the system is very simple. (In fact, it is similar to the system in Pathfinder2, though we started doing this in RMu first, before we’d even heard of Pathfinder2).

RMu does have an optional method if you want to try to combine movement with other actions. You can move at up to a run (x3 BMR) and combine your movement with another action, but those actions suffer the pace penalty (-25 x pace) if you moved during any phase while performing them. If you don’t like the complexity this adds, you can just not choose to use this optional rule.

You can read JDale’s description of how this works on the ICE forums, here: http://www.ironcrown.com/ICEforums/index.php?topic=19163.20

All of this makes for a much easier system that allows RMu players to dispense with the maneuver/pace chart altogether.

And there was much rejoicing!

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Action Economies: Pathfinder 2 vs. RMu

Pathfinder 2 launched at Gen Con this weekend and I was lucky enough to play it there firsthand. The thing I liked the most about it was the action economy, which I think gives Rolemaster players (especially RMu players) a lot of food for thought. In fact, I think PF2 shows us the way towards a better solution for RMu’s ‘Walk and Chew Gum Problem’ than adding a Footwork skill. But more about that in a later post. Today, I just want to explain for you how the PF2 action economy works, because it is not only significantly different from DnD 5e and even from 3.5, but I think it is superior insofar as it is simultaneously easier to understand and richer in player choice and tactical depth.

First let me note that PF2 has so far gotten some mixed reviews overall. It seems to me that players who really liked the way DnD 5e pushed Theater of the Mind combat and went back to basics and simplicity tend not to like what PF2 is doing, while those who prefer greater depth in character customization and tactical choices are more sympathetic. One element of PF2 that has received near universal acclaim, however, is the action economy. Even negative reviews are praising the 3-action-and-a-reaction system of PF2 for being easy to pick up and fun to play.

Basically, the PF2 action economy works this way: each turn, your character gets 3 actions and a reaction, to spend in whatever order he, she, or it sees fit. Sound familiar? Yes, it’s not that different from RMu, in which characters get four action points and an instantaneous action each turn.

Nevertheless, there are some significant differences between RMu and PF2 beyond the fact that PF2 characters get 3 actions (and a reaction) while RMu characters get four action points (and an instantaneous action).

For one, PF2’s reaction is different than RMu’s instantaneous action. The PF2 reaction is a true reaction, i.e. one that you can use on another character’s turn rather than your own, whereas the RMu instantaneous action is more like what DnD 4e called a ‘minor action’, which is a quick action to be used on your own turn.

Another difference is that attacks in PF2 cost only one action. What?!?!?! Does that mean a PF2 fighter can attack three times in one turn? Yes, it does. But this is balanced by the fact that each action beyond the first suffers a cumulative -5 penalty. So if you had a +9 to hit bonus, your first attack would be at +9, second at +4, and third at -1.

Another big difference is that PF2 treats movement not like some different kind of action with its own rules, but rather just like any other action. This means that you don’t need different rules for movement; it is just a regular action. (Word, brother! Testify!) Each point you spend on movement allows you to move up to your movement rate, and you can use each of your three actions for either movement or attacks however you see fit. This is of course exactly what RMu does: give you action points that you can spend in any order on whatever you like. Unlike in earlier editions of Rolemaster, you don’t have to wait for the spell phase to cast a spell, the missile phase to fire a missile, the movement phase to move and the melee phase to melee. In PF2 terms, this means you could do a first attack at +9, a second at +4, and then move for your third action. Or instead you could move first, then do your first attack at +9, and second at +4. Or you could move twice, then finish with one attack at +9. You can even move three times if you like.

All of this makes for a very interesting action economy, because it often requires you to make some tough tactical decisions. Do you want to use your last action of the turn to move into a better position and thus set up a flank attack on the dragon for next round? Or do you feel lucky enough that you’ll connect with a last attack despite the big -10 penalty? Will you try to finish off that dragon and be the one to save your dying party member, or do you leave him to fend for yourself as you set up a your coup de grace? In practice, making these choices was a lot of fun, and added greatly to the drama at the table. I overheard two fighter-loving players saying they really liked the way this gave them more to do than just ‘one move, one attack; one move, one attack’ ad nauseam (which is essentially what 5e does to Fighters, especially at low level).

Everyone I played with at Gen Con picked up this new action economy very easily. Three of the guys I played with had no prior PF experience at all, and by the end of the session it was second nature. I will also note that no one complained that there was no pace chart to consult 🙂

This then is what Pathfinder 2 does, and by most accounts, it is great. It is an innovation that makes the game easier to play while also presenting players with interesting tactical options. The fact that RMu already has a similar economy bodes well I think for RMu, and I think has some lessons for us RMu players too. But I’ll save them for a (near) future post.

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Box of frogs

It is a rare day that I don’t know what I am going to blog about. Today is not exactly one of those days but one where there is so much I could write about that I am not sure where to start.

This could turn into one of Brian’s whiskey rants, but without the whiskey.

Value of Words

In the directors briefing Nicholas “Terry has now produced 26,000 words of new content for Haalkitaine”. When Terry releases these Shadow World books they sell as PDFs for $15.

Sean Van Damme, who you have probably never heard of but he is an independent writer for D&D 5e, Zweihander and other systems, has updated his Concordance series. This time adding 23,230 words of new content. The retail price? $2.99.

The problem is that I think $15 is exceptionally good value for money so ICE is not overcharging. The problem is that indie developers cannot sell equally good quality content at similar prices without some kind of big name behind them, which kind of defeats the entire definition of being an indie game developer.

Shadow World or Calidar?

Staying with Shadow World for a bit…

I don’t know much around Shadow World. I have played in the world but my GM asked me not to buy any Shadow World books because of the potential for spoilers.

So from a players perspective I remember sky ships, we visited a sort of bunker with modern day fluorescent tube lighting and I met a pretentious git with six fingers that our elven mage was fawning all over. I know about Essence storms, dragons, loremasters, that it takes place in the Space Master universe and you cannot sail around the world.

Converting from D&D or Pathfinder to Rolemaster is a dead easy task. Calidar is, in the author’s own words, ” Although written with role-playing games in mind, contents are non game-specific, therefore easily adaptable to most RPG systems. Guidelines are nonetheless provided in the book for use with the Pathfinder Roleplaying Game.” Each core book is only $9.95.

On Calidar the races arrived from the moons that orbit the planet, there are threats from space that overarch the petty threats that darken most people’s days. You can read more about it all here https://bruce-heard.blogspot.com/p/a-word-about-calidar.html

The maps look pretty and there is plenty of source material.

It seems to me that most of what makes Shadow World unique is all the crap going on behind the scenes that the players will probably never get to hear about.

How big a leap would it be to, for example, take The Grand Campaign and remap it to a system neutral setting?

If you are curious you can read a bit more here: https://www.drivethrurpg.com/product/221899/Game-Mechanics-for-the-World-of-Calidar

Maybe there is something else that makes people really buy into Shadow World that I missed?

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Spell Law Deconstruction: Charm and Charm-like magic.

The Charm Spell. One of the four foundational spells that are required in fantasy RPG’s. (Sleep, Fireball, and Fly being the other 3). Rolemaster Spell Law includes several type of “Charm” magics, but they don’t feel well thought out in requirements, applications or effects. Charm types spells should not only be differentiated by their Realm assignment, but should also have specific mechanics: mechanics that might break the standard SCR/RR counter play.

Charm type spells can have a potent impact on gameplay: they can create an ally, remove an adversary from the “table” or bypass normal gameplay by using an NPC’s actions to further player goals. Charm spells can have a variety of effects: control, persuasion, influence or distraction. One well cast Charm spell can upend the course of an encounter or combat quickly. Basically it’s a force multiplier: take a combat of 4 on 4 and one successful Charm spell can tip it to a 5 on 3. That’s a winning advantage; especially in a combat system like Rolemaster.

For purposes of this blog and my recent work on BASiL (a complete rewrite!) I see “Charm” spells as covering a spectrum of effects and mechanics:

Charm. I see “Charm” as spells that act as a magical friendship. This may limit what the caster can ask the target to do and excessive requests may break the magical bond.

Enslavement. These type of “control” spells are most often used for controlling Demons, Elementals and other entities, but could also be used in Evil spell lists to enslave a subject. While this might be considered evil, it’s also very potent and conceivably allows a caster to have the target do most anything.

Master. I would classify these types of spells as sitting between Charm and Enslavement. The caster can ask the target to put themselves in harms way–even against their friends, but not unduly put themselves in danger for no reason.

Enthrall. This is more akin to Charm, but the target has an unnatural attraction or focus on the caster. These types of spells are like “Bewitching”, “Love”, or “Seduction”.

Mesmerize. A broad range of spells that subsumes the targets senses. Similar to hypnotism, but could be simple spells like “distraction” or “blind spot” or “tunnel vision” or more potent spells that act like a combination of Charm and Enthrall.

Certainly, my classifications might seem like a distinction without a difference, but they can also be used to differentiate these types of spells among the various Realms. Since I try to incorporate different functionality into the standard RM Realms, I would argue that these spells might also work differently even adopting standard RM (and not BASiL). What might these differentiations be? Here are a few ideas in no particular order of relevance:

  1. Most Charm type spells of any sort should be Mentalism or Channeling. Essence could have control spells for Demons and elementals, but the fundamental basis of charm spells is the subsumption of will or spirit. This is distinctly in the Realms of will, spirit and soul.
  2. Charm spells should have a range of efficacy. Charm, Enthrall and Mesmerizing should require the caster to be in intimate or interactive range (and a supportive environment) to cast. You can’t just mesmerize a target hundreds of feet away in a crowded combat can you?
  3. Some of the spells may require the constant presence of the caster to maintain the duration?
  4. Failure could mean that the target is aware that they were being magically influenced?
  5. Are there any other inputs that could cancel the spell’s influence or require a check of some sort?
  6. Do “third parties” (even the other PC’s) impact the influence of these spells or is it meta gaming?
  7. Should any Channeling based “Charm” spells incorporate the moral implications of the spell and the host Diety?

What I’m trying to get to here is a system–a protocol for most every spell that maintains the logical coherence, game balance and uniqueness of player ability. Yes, it’s magic so by it’s nature it doesn’t require logic. Right?

Anyway, appreciate any thoughts. As I’m finishing up BASiL: Mentalism these issues have become pre-eminent.

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