Emotional Beats

Emotional beats are a game feature that designers try to identify and maximise. I will try to explain what they are and then why they are important to Rolemaster.

Every roleplaying game I know goes through the following process.

  1. The GM sets to a challenge
  2. The players plan their reaction
  3. Dice get rolled
  4. GM describes the result

So that cycle could be a combat round as easily as a negotiation or hanging off a place balcony as the mortar crumbles under your grip.

The player is focused on the challenge as the GM describes it. Then focuses on their character and the options they character has. They make their rolls, while trying to get as many bonuses as they can and then they wait for the result.

The emotional beats start with anticipation as the challenge is described, then a level of anxiety is common if the right skill isn’t known or the character is forced into combat when they are weak. When it comes to the roll we have heightened anticipation while they await the result and then a sense of elation upon success, the resolution stage.

What professional game designers do is minimise the time delay between the dice roll and the completion of the resolution step. The reason is that the longer that time delay is the less the feeling of elation and importantly elation releases dopamine into the players blood. A game with a snappy skill/conflict resolution system is quite literally more addictive to play than a slower game.

Games with hit point attrition can still have fast emotional beats or rhythm. With each successive combat round the odds are changing and the risk to the character increasing which heightens anticipation and when victory is achieved the sense of elation is greater and that leaders to a bigger dopamine hit.

Looking at Rolemaster through the lens of emotional beats you can easily see how and why the ability to one hit a foe makes you feel so good. You instantly know if you have made a great attack roll and the likelihood that you have an E critical. You then roll 66 and you just know that it is curtains for the bad guy. What the GM eventually tells you is just a cherry on top, you already know the beastie or villain is dead meat. Instant resolution. instant elation and instant dopamine.

As a game designer there is a danger of ‘getting high off your own supply’ (I think that is a hip hip lyric from NWA but don’t quote me on that). You see a potential problem in the rules (anticipation), create a special rules to fix the rules and test it (moments of anxiety) and it works (elation and reward). The problem is that the temptation is to create endless rules and complications; as the simple act of adding them to the game makes the designer feel good.

One of the reasons the damage calculations from the size rules were unpopular, looking at it from an emotional rhythms point of view, is that it puts a delay into the resolution stage. Worst still it happens before the real resolution, the critical, can be calculated and resolved. If you are fighting something and size rules are reducing your attack size this is even worse as it is the wrong sort of anticipation. Positive anticipation is waiting to see if you have succeeded. Negative anticipation is expectation that things are getting worse. Having your E critical turned into a C is not something to look forward to.

In another part of the RMu rules we have spell casting going from 2 rounds prep to zero rounds of prep. This is great. Although there is technically less anticipation time the player still gets to cycle through what spell to cast, the spell casting roll and waiting to see if their spell worked and the effect it had. Without the prep delay the emotion rhythm is much faster.

Looking at skills, if RMu piles too many penalties on to the characters it is in danger of breaking the emotional cycle. By that I mean if failure is more common that successes then the anticipation is negative and the elation is diminished if it came from pure chance rather than your skillful play and choices.

I think the character creation time is another point at which the reward, getting to play, is too far from the start of the challenge. This is also an area where the playtesters and fans are quite vocal.

Game design by fans, for fans is not always a good idea if they lack the actual skills to pull off a great design.

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Micro Settings

I saw a discussion on the Tenkar’s Tavern* discord server today. One participant pitched a suggestion for a game setting to get feedback from the community. I will call him the Pitcher as it is nicer than participant. The Pitcher was actually looking to do an entire world building job. I had already read a initial draft of the first book and that ran to 86 pages without any game stats, maps, NPCs or art.

The general reaction of the active people was that they thought it would be fun to play for four or five sessions.

I was quite surprised at that at first and it got me to thinking about what makes a setting have longevity?

I suspect that deep down we all want to win. Role playing games are not supposed to be about winning. They are open ended stories that could play out forever. In reality they don’t. After the third time you saved the world it is time to hang up your shield and enjoy your rewards. You have faced impossible odds and won.

The pitch I heard today was such a bleak world that winning would have no purpose. It may have been a case of there is no point in trying to win in a world full of so much suffering and little comfort.

I skimmed the list of most recently released games and eight out of ten were dark, grim and very negatively portrayed worlds. Skipping back a ten years and the games were much more upbeat and about exploring rich worlds and looking for adventure.

Even my own RMu adventure path is about a conflict between two evils, not between good and evil.

I wonder if this is a case of follow my leader. I could imagine one publisher thinking that they could make their game stand out by going all dark and moody. Other publishers see the sudden success of the trend setter and next thing is that we have a fashion or a movement for bleak game settings. Will these games have longevity?

Game of Thrones was bleak and miserable but that has now gone. I am guessing that everyone who wants a bleak and miserable game setting already has one. So how big is the market for more of the same?

More interestingly, I don’t think the setting writers and world builders are going to fall back to high adventure heroics. They have done that and would want something new.

Pugmire, Ironclaw and Ponyfinder all seem to have zeroed in on a particular niche, of animal heroes. In Pugmire you play talking dogs, Ironclaw you can be different woodland creatures and in Ponyfinder you play horses.

Although I read and enjoyed the Martin the warrior and Redwall Abbey books I don’t want to roleplay them.

I think in the fantasy genre people still want elves, dwarves and the rest of the Tolkien races along with vampires and dragons.

The question is how will the world builders pitch that so it is neither high adventure or bleak and pointless?

*An OSR centric discord server.

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RMU Update: An Action Point System in Action — Divinity: Original Sin 2

Tell me if this sounds familiar: Each character gets 4 Action Points to spend on activity each round. Spells like Haste increase that number. You can spend action points to move.

That sounds much like RMu’s new action economy, but in fact it is also the system in the videogame Divinity: Original Sin 2. I am blogging about this because I think the RMu’s new action point economy sometimes gets dismissed by players before they’ve really tried it — who wants to change a system you’ve been using for decades? But I wanted to suggest that if you are on the fence about this issue and really want to experience a game with an action economy like RMu’s, you can try Divinity: Original Sin 2. (I recommend you try Divinity 2 rather than 1, because for reasons I explain below, Divinity 1 had a somewhat different system). If you liked the old isometric Baldur’s Gate games, I think you will probably like Divinity. And note that the studio that made Divinity (Larian Studios) is now busily at work making Baldur’s Gate III.

Basically, the idea behind an action point economy is that instead of actions costing a percentage of your round’s activity, they instead just cost points. This simplifies the game math because you’re never left with 17% activity remaining in your turn, trying desperately to find your calculator to figure out what 17% of your BMR of 45′ is, and whether that will get you within melee range of the orc archer over there. You either have a point left for movement or you don’t, and you either spend it to move up to your BMR or you don’t. You also don’t need separate rules for all the combinations of things you can do in a round, like ‘move-and-melee’, ‘move-and-cast-spell’, ‘react-and-attack’, ‘press-and-attack’ and all of the other combinations RM2 and RMSS tried to account for. You just spend your points and combine your actions any way you want.

I’ve learned a few lessons from playing Divinity’s Action Point system. First and foremost is that everything is easier if you just charge Action Points for movement rather than if you try to make movement some sort of different, special action that doesn’t cost points and has its own rules. Making movement a different beast creates a whole host of problems that you can already see in 5e Dungeons and Dragons, which treats movement differently than all other actions (a backwards step, IMHO, from what 4e DnD did in that regard). One problem is that you need to write entirely different rules for the different types of actions: not just normal actions vs. movement, but interactions (for opening doors, drawing weapons, etc.), bonus actions, reactions, etc. Not only does this lead to rules bloat, but these types of actions are now even less comptabile and interchangeable now than they were in 4e DnD. In 4e for example, you used to be able to spend your standard action to charge (move-and-attack), but you can no longer do that. In 5e, characters have to buy a feat in order to be able merely to charge! Similarly, our group has been playing 5e (on and off) since it was released, but it was only last month that we realized that casting a spell as a bonus action prevents you from casting another spell as your normal action in the same turn. Who knew?

Another lesson that the developers of the Divinity series learned is to resist the temptation to give quicker characters more action points. Divinity 1 actually allowed this: characters got a bonus to their number of action points dependent on their Speed stat. This was unnecessary, however, because Speed already gave boosts to distance moved and initiative. It also created balance issues. So, in DOS2, all characters get the same number of AP to spend each turn (barring spells and special abilities).

The big news recently, which I mentioned above, is that Larian Studios is now busily at work on Baldur’s Gate III, which will use the 5e DnD ruleset. I will be eager to see what they do with it. Will they try to implement the 5e DnD style movement rules, which treats movement as a separate action that has different rules than all other types of actions? Or will they try to implement a more streamlined system like the one they used for the Divinity Games? I’m guessing the former, but I will be eager to find out.

For now, if you want a preview of what the RMu action economy is like, you can get a pretty good picture by playing Divinity. I have to say, it is not only simple and intiutive, it is also a lot of fun!

Edit: I just realized I should have noted that RMu currently offers two ways of handling movement: it allows you to pay AP to move, as I explained above (it calls this ‘Sequential Movement’); but it also allows you the alternative of not paying AP and instead incurring pace penalties to your actions for how far/fast you move. So if you really want to require your players to pull out a pace chart every time they move, you do have that second option (yes, that’s sarcasm!).

Edit2: One last thing to note is that Pathfinder 2 is going the Divinity route, and making movement just another action like all other actions (and without separate rules). In Pathfinder 2, players get 3 actions per turn instead of 4, but the basic idea is much the same. The developers quite eloquently explained why they made this choice, and how it enabled them to simplify their action economy and reduce the number of special rules they needed for unique types of actions, right here: https://paizo.com/community/blog/v5748dyo5lklh?All-About-Actions

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Adventure Writing

I saw this exchange on Reddit today…

Adventure Writing

Hey guys, I am writing an adventure for a campaign set on Skull Island and I was wondering what advice you guys can offer to make the campaign and adventure great. 🙂

Reply…

Don’t “write adventures”; doing that creates a tendency to railroad players. Instead, create interesting situations, with an idea of how they might develop over time free of PC interference, then throw the PCs at those situations and enjoy watching them kick over all your sand castles in new and inventive ways.

I really liked that reply. It is pretty much the approach I took in the Corrupted Jungle. There was a villain with a plan and the players may or may not thwart those plans, the villagers had an agenda, there were locations with inherent dangers but there was no actual compulsion for the characters do do anything or go anywhere. If they were completely inactive then events would over take them and they would be swept up in them.

I quite like this style. Sometimes players can become paralysed into inaction. I try and avoid any castle or tower assaults in my face to face game as my players desperately try to achieve the perfect plan with such poor information that their planning discussions simply become circular and the game threatens to break down.

With a gathering storm or wave of events that will happen regardless of the characters inactivity the characters will be thrown into a situation and they can be either proactive or reactive but the only option that isn’t there is being inactive.

Writing this sort of adventure is a strange experience. You cannot really plan a climatic scene where they face down the villain, save the prince or rescue the kitten from the well if you don’t know what the players are going to do or how they are going to react. It becomes all about planning for contingencies.

I have used this approach in the July issue of the Fanzine. The elves are doing their thing, the humans are doing something else and between the two is new(ish) NPC antagonist with their own agenda. Put enough explosive ingredients into a small space and add the PCs you hopefully fireworks will fly.

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Rise of the Nerds.

Image result for nerds arise

For those following this blog you might have noticed that I’ve been pretty quiet for the last year. Happily, my schedule is now settling down and I’m going to get back into regular postings on the Rolemasterblog and start uploading new material here and on the Forums.

One of the recurring themes over the past year is the recognition and growing popularity of Dungeons and Dragons. Here are just a few articles–all in MAJOR news publications:

https://www.washingtonpost.com/entertainment/how-dungeons-and-dragons-somehow-became-more-popular-than-ever/2019/04/18/fc226f56-5f8f-11e9-9412-daf3d2e67c6d_story.html?noredirect=on&utm_term=.982fc7e2c824

https://www.cnbc.com/2019/03/15/dungeons-and-dragons-is-more-popular-than-ever-thanks-to-twitch.html

https://www.newyorker.com/culture/cultural-comment/the-uncanny-resurrection-of-dungeons-and-dragons

https://www.thestar.com/life/2018/01/05/when-did-dungeons-dragons-suddenly-become-cool.html

https://www.syfy.com/syfywire/dungeons-dragons-had-its-biggest-sales-year-in-2017

To me, there are a few takeaways in these articles.

  1. D&D hit the bullseye with 5th edition. The shift to narrative and story was well-timed and it appears to have erased some the of the negative factors in earlier editions. Does this lesson lend itself, in anyway, to the future release of RMU?
  2. A rising tide raises all boats. Arguably, D&D has always been the doorway to new gamers. Niche games, alternative rulesets and even other genre games benefit from the D&D halo effect. RMU has been in production for over 6 years, and can still benefit from the resurgence in table top gaming. This doesn’t require another reset of the rulemaking, but perhaps a rethink of the marketing strategy.
  3. “Trickle down effect”. Even if many new gamers are casual, the enormous number of new players will still result in some of them seeking out other games systems. Rolemaster is positioned to appeal to players looking for more realism (verisimilitude). The original ICE marketing could work again!

I know every Rolemaster fan would love to see a resurgence in our chosen game system and it can be frustrating to see D&D explode in popularity. Our goal here at Rolemasterblog is to carry the torch and continue to produce “d100” content and Rolemaster appropriate products. It’s a small effort in the grand scheme, but helps keep the flame alive!

As we have mentioned, we encourage everyone that has a thought, idea or comment to contribute to the blog and the Rolemaster community.

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Many Coppers

Copper Sales Medal

With RPGNow being shut down, sales figures for that site have been added to those from DriveThruRPG. This has resulted in many of the 50 in 50 supplements reaching Copper level. Sixteen of them in fact, a third of the 48 published so far, and a few are not that far off reaching Silver (and close to 80% of supplements on DriveThruRPG are not even Copper). Thank you to everyone who has purchased them!

Creatures Of The Night!

Far From A Baying Crowd

Gauntlet on the Ice

Release the Hounds!

Spire’s Reach

The Angry Druid

The Cabin in the Woods

The City of Spiders

The Empty Village

The Flying Monks of the Arba-ta Monastery

The Haunted Forest

The Hermit of Castle Ruins

The Inn of Dusk

The Warehouse Heist

Tie A Yellow Ribbon

Where Eagles Dare

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RMU Update: Power Point Regeneration

One of the problems playtesters of the RMu beta often encounter is that they find it hard to keep up with the latest changes in the beta. The beta rules are free to download, but as the developers work towards completing the system, they are also continuing to make changes, and discussing them vigorously on the ICE forums. So as a way to bring our discussions together and update people on RMu, I thought I might try a series of RMu updates in blog form. The first is on a topic we’ve been discussing here on the blog recently: Power Point Regeneration.

But first, a little history lesson. Here is how different editions of Rolemaster dealt with power point recovery as well as hit point recovery (I am going to discuss them both together, because the systems are often parallel, and I want to blog about hit points soon too):

–RM2 allowed characters to regenerate 1 hit point per hour when resting, and 1 every three hours when active. By contrast, it allowed characters to regenerate all their power points only after a long period of ‘sleep or meditation (usually around 8 hours)’… and if the sleep was interrupted, you got nada. This was a very simple system, but you can already see the problems: hit point regeneration didn’t scale well, since a 100 hit point person would take 5 times as long to heal as a 20 hit point person; and there were two very different systems for regeneration (hits versus power points). It also raised questions such as, ‘Can I sleep multiple times in a day, and thus get my full PP pool back multiple times per day?’ That was ripe for abuse.

–The RM2 Companions (especially Companion 2) introduced the concept of PP development: that characters could develop PP as a skill. The companions also cautioned, however, that this would enable characters to have much larger PP pools, thus potentially wrecking game balance. It suggested options to address this problem, including introducing exhaustion penalties when a caster’s PP fell below certain thresholds (75%, 50%, and 25% of maximum), or increasing the time necessary to recover all PP via sleep from 6 hours to up to a week.

–RMSS/FRP brought the two systems (hits and PP) together by allowing the regeneration of 1 hit point and one power point per three hours when ‘active’. It also differentiated ‘resting’ from ‘sleeping’, giving accelerated hourly rates for regeneration during both of these inactive times. Resting allowed a character to recover (Co bonus/2) hit points and (Realm stat bonus/2) power points per hour. Sleeping allowed the recovery of (Co bonus x 2) hit points and (Realm stat bonus x 2) power points per hour. The only difference between hit-point and power point recovery now was that three hours of continuous sleep regenerated exactly half your PP (the same rule was not applied to hit point recovery as far as I can see). RMSS/FRP also implemented the RM2 Companion 2’s suggestion of applying exhaustion penalties to casters when their current PP fell below 75%, 50%, and 25% of maximum.

–The RMU beta initially tried to keep this parallelism, but clarify the language and simplify the equations with a new system. The idea was that characters would get their ranks in Power Point Development back every four hours of rest (e.g. if you had 8 ranks in PP Dev, you got 8 PP back for every four hours rest). Later, this was changed to ranks in PP Development + Realm stat bonus in PP every four hours. This raised some problems, however. One was that the scaling was erratic. Another was that the rapid pace of regeneration for casters with a good stat bonus seemed a bit too high, because in RMu, many of the other traditional limitations on casters — the size of their pp pool, the time needed to prep spells, the number of spells that casters can acquire through individual spell purchase, etc. — are all being lifted or adjusted in favour of casters. Compared to RM2 casters, RMu casters can have far more spells and more than ten times the power points. RMu’s initial system also kept in place the fiddly exhaustion penalties for falling below max pp thresholds.

This gets us then to today, and we now (in the last few days) have a new, more streamlined and I think much better scaling system for PP regen in RMU. The new system expresses PP regen in a simple percentage of your maximum PP per 2-hour period of sleep. The rates for the different power levels of game are as follows:

Average: 5%. Superior: 10%. Heroic: 15%. Legendary: 20%. Epic: 25%.

This keeps the equations simple and solves the scaling issue by using percentages, which remain constant across all character levels. This new system also ensures the equation to give you your hourly rate is simple: just calculate your normal regen per 2-hour period, then half it.

Example: A sleeping Magician with 30 maximum pp in a game set at the Legendary power level regenerates 6 pp every two hours (30 x 20%), or 3 per hour.

Overall, I think this new system of pp regeneration is a big improvement on previous editions. It allows a fully smoothed curve of scaling: no longer will your rates of regeneration vary erratically from level to level. It also allows us to dispense with the fiddly penalties when you fall below your 75%/50%/25% thresholds (those were a massive pain to track as a GM). I also like this new system because I think it can easily be applied to hit points in a way that makes the two systems of recovery exactly parallel. But I’ll blog about that next.

I hope you liked this update. Please feel free to say what you think of the new system, and also to let me know if you like the idea of me doing a series of RMu rules updates on this blog.

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Power Point Development

All long term readers will know that I am a fan of ‘fixed’ #hits. It gets rid of a DP sink, removes the concept of people being able to be hit several times with a sword and survive just because they are high level and it makes low levels slightly more survivable. My version is based upon Co and SD and racial bonuses, stats do progress up towards their potentials so there is a slight increase in #hits over time.

Thrud posted on the forums yesterday about the reasoning behind being able to develop power points as a skill and then called into question body development as another example. You can read the post in the link above but I have quoted it here.

Stepping away from the rules for a while and instead just going with reasoning alone. 
Some aspects of a person are innate abilities, others are skills learned. 
Innate abilities grow stronger as you mature, but you can’t really practice them. Skills need practice for you to improve. 
Looking at a person quantified as a rpc. What is a skill and what is an ability?
You could easily argue that as you become better/more proficient at casting a spell, it should become harder to resist. 
You could also argue that it’s not a matter of proficiency, but your overall power that grows when you level up. 
Maybe it’s both?
What other aspects of a character should be seen in the same way? IMHO power points, since I don’t see a magician practicing getting more power points…
What about body development? Does it seem realistic that you practice not dying from wounds? Or is it more reasonable to see hit points increasing as you level up and become more powerful all around?
Shouldn’t there be a similar mechanic in place for resistance rolls?
What else share these characteristics?

http://www.ironcrown.com/ICEforums/index.php?topic=18486.msg229263#msg229263

Power Point Development as a Skill

I can rationalise PP Dev as a skill quite easily. Taking an Essence user as an example, they utilise essence from the world around them. There is essence in everything and everywhere. To cast a spell they gather that essence and then utilise it.

I am going to use an analogy of a juggler. They also gather things from around them and utilise them. An inexperienced juggler can keep control of two or three items whereas a master juggler of far greater skill can juggle chainsaws, chairs, clubs and axes all at the same it. Simply through the training their skill in juggling their ability to gather and control increases.

Don’t like that one? Then here is another analogy.

A biologist may know only a few genes in a specie’s genome. With that knowledge a few medical problems may be addressed. Over time and with study more genes in the genome may be learned and the capabilities in genetic medicine that the biologist has increases with every gene that is understood.

If the genes are power points and the medical treatments are spells you have an example of PP dev as a skill.

Looking at the Skill

I quite like the PP dev skill. As a GM I can tweak the cost to act as a throttle on powerpoints and consequently the prevalence of spell casters in the game. Under RM2/RMC rules one bad stat gain roll on your realm stat can wipe out many or all of your power points for an entire level. Now should anything happen to your realm stat it isn’t good but at least you can function.

I think there is a stronger case for power point development as a skill than there is for body development. You could even go so far as to scrap #hits altogether. Forget them completely even on the combat tables. Just read off the critical from the combat table and roll it. You do real wounds to each other until either one of you is unable to defend themselves or a fatal wound is delivered. Bleeding is simply accounted for after the fight to work out how many minutes you have to live before you bleed out. 20/amount of bleeding would work. By that time your companions have either saved your or you bled out. I am not recommending this but I suspect it would work. Most fights seem to last four or five rounds and end in a debilitating critical. It is relatively rare to grind down someones #hits to zero.

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Stepping Forward

I am going to get to the big step forward later but I am going to tell you a story first.

My step son is an artist. He qualified with a degree in Fine Art last year and to the best of my knowledge he is the only one of his contemporaries that is actually keeping body and soul together working in art. He works most of the week as a freelance artist’s technician and the rest working on his own art in a rented studio space. As you expect as a artist, living in London, he has no money.

At the hospital I was in in Aberdeen a local philanthropist had built a 1000 space multi-storey car park for the hospital. The hospital has 1000 beds so he had one parking space for visiting every patient. The parking is also free. His inspiration for the car park was when he wanted to visit a friend in hospital and could find nowhere to park.

When we were talking about this my step son commented that this was the flaw in philanthropy, it is all on the whim on the philanthropist and what else could that money have been spent on.

I counter argued that this was the strength of philanthropy. If more than one person had been involved in the decision process they probably would have argued that improving the public transport links would have alleviated the pressure on local parking and been more environmentally friendly.

Aberdeen Royal Infirmary is actually the main hospital for a massive swathe of rural Scotland and while the arguement for public transport is true, no public transport system can reach every tiny hamlet or cluster of houses and with the frequency to make visits to see patients viable.

I can see the point that if you don’t own a car, that better or free public transport would be attractive. I think that as soon as you get to the committee stage probably nothing would have ever happened at all for years.

The point of this story is that I have noticed that I am applying the same principle to Navigator RPG. By keeping it all to myself I can forge ahead without the possible delays in discussion. This is really selfish but when I do ask for help it is when I really don’t know what is the best solution.

The title of this post was Stepping Forward. So the big step forward last night was that I have working rules for stats, species (race), talents, cultures, skill costs and I have one fully working profession. It is now possible to go end to end and create a viable player character.

This weekend I will work on filling in more of the blanks, creating more cultures and completing more of the professions. Neither task is particularly exciting so I will mix that in with writing more of the core rules.

What I am building here is the RPG equivalent of one of these…

Everyone’s vision of a lego house, city or star port will be different but with one of these the only limit is imagination, and we are good at that.

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Navigator RPG and Psionics

I am nowhere near writing the chapter on psionics yet but they are implications to the skill system. Skills are definitely part of Character Generation and that is where I am.

White Star has about 40 ‘meditations’ which are direct one to one equivalents of OSR/OGL D&D spells. You have your Charm Person, Locate Object and so on.

Spacemaster has our familiar lists. I personally found the lists in Spacemaster to be rather bland, uninspiring and limited.

HARP SF has what it calls Fields which group similar psionic abilities together. Each has six to ten fully scalable abilities exactly like HARP Fantasy’s scalable spells.

So a HARP SF field is equivalent to a Spacemaster list but the psionic abilities are learned more like talents with an increasing DP cost as you go up the tiers.

Most Rolemaster folk who also know something about HARP have some admiration of the scalable spell system. You lose the Light I, Light II,… Light True progression that we see in most lists but you gain the ability to scale a basic Light spell in whatever way you need depending on your ability and the amount of power points you want to put into the spell.

The most Spacemaster thing to do is to copy the lists, change the names and some parameters to they are no longer the ICE spell lists, which I know ICE are very protective of. That gives maximum Spacemaster compatibility.

I could turn White Star’s meditations into Spacemaster style lists but that is more difficult as there are too few meditations to populate the lists.

As White Star has so much OGL D&D behind it I could go down the road of doing a direct one to one conversion of White Star meditations to HARP style scalable spells.

This would mean that psionics/spells would be learned by developing them as skills and we would need a power point development skill.

So that is the impact of psionics on skills.

Spacemaster broke the ‘anyone can do anything if you are prepared to spend the DP on it’ philosophy when it came to psions. I think they were right. You were either born psionic or you weren’t. It was not something that you decided to develop when you got to high level as the diminishing returns made buying your core skills pointless.

HARP has psionic potential as a talent that can be bought at creation but can also be bought with GM approval later on. Maybe you get some experimental brain surgery that enables your latent potential. I like that and I can go back and add the Psionic Potential talent to the available talents.

I am not entirely convinced this is actually a big deal. Spacemaster telepaths could do the stuff you expected telepaths to do. White Star mystics and Star Knights have exactly the same psychic abilities as to HARP characters.

It is more a question of presentation, they are all trying to model the same thing.

Does anyone have any strong opinions on this one way or another? I am leaning towards one to one conversion of the White Star discrete mediations using HARP style scalable spells but that is the least Spacemaster-ish solution.

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