This week I am reading…

Sagas of Midgard!

Sagas of Midgard is another d100 system. They [Drinking Horn Games] refer to it as a Roll Over system. The core mechanic is nice and simple. The GM sets the target number taking into account any difficulty factors and the players roll the dice and add any bonuses they can muster. Roll over the target number for success, roll under for failure.

In combat they have a 01-05 critical failure and a 96-00 critical success, although this does not apply to skills.

I suspect that Sagas grew out of a set of simplified house rules for a d20 system, but this is not a D&D retro clone by any standards.

What I like about the system is the ‘sources of competency’. In Rolemaster we have Racial bonuses and DPs, culture ranks and then multiple levels worth of development. I would like to see changes but in principle I like the onion skin of race, culture, training.

Sagas of Midgard uses lots of cultural references to build the onion skin of your character. You start with your family name, each family comes with a long tradition or culture. If you are Erik Battleborn you get a bonus to melee combat. Erik Gunnarsson would get a bonus to strength based skill tests. For each bonus there is a related downside that we would recognise as a Flaw in Rolemaster speak.

Once you have your family name you get to choose a title. Each title confirs skill bonuses or special abilities that we would recognise as Talents. In the core rules there is a fair selection but I imagine that future supplements will add plenty of new titles.

The bonuses conferred from your family and title will typically add up to two or three +10 to +15 bonuses which can stack if you are trying to build a one trick pony or a PC.

Now you get to choose your god. Your god confers more bonuses and special abilities. These increase as your character improves over time. There are no levels, you are awarded skill points for heroic play and a running total of all the skill points earned by a character is used as a measure of your gods favour.

The next step is to spend your skill points. Starting characters get 15 skill points. It is the god you follow that sets your skill point costs. A follow of Thor gets cheaper combat skill costs as well as unique abilities they can by with axe and hammer.

A follower of Loki gains bonuses to dodging and a range of poison related skills.

Each god has a range of combat and magical skills available and they typically cost 5, 10 or 15 skill points so you get to choose either three minor abilities, one powerful ability or a 10 and a 5 point ability.

You now equip your character, give it a description and you are ready to play. You will note that there are no stats in all of this. My first character took 8 minutes to create if you exclude the reading time as it was the first time I had seen the rules.

As it is a player choice and point buy system you are guaranteed to get the character you want.

Criticals and Failures

Sagas of Midgard has some rather simple critical hit and failure tables. There are only half a dozen entries on each one but a nice touch is that at each level you have options such as dealing more damage OR knocking your foe prone. So although there are not many entries on the table they can play out differently and they increase player agency.

Monsters, foes and potential allies are also dealt with in a clean and simple way. Each entry in the bestiary has a base rollover number for its attacks, a total number of hits and then a short list of special actions or attacks. A Beorn for example has a base rollover to attack of 60, 20 hit points and can use either two claw attacks, a bite attack, a bear hug or go berserk. Each attack is fully described in terms of game mechanics.

Cool Adventures

All in all Sagas of Midgard is a single 178 page rulebook. You get character generation, a couple of magical traditions, bestiary and a really strong setting. What you also get are four fully developed adventures. Fully 20% of the entire rule book is devoted to starting adventures.

Each adventure is designed to least two sessions. As most groups of players seem to struggle to meet even once a week the starting adventures are going to keep you playing for a couple of months without any fleshing out or expansion.

I think that is a lesson that RMu could learn. Of course RMu wants to be a generic system for any fantasy world but lots of playable content from day one is a good thing. Sagas is heavily tied to the one setting, one world, one culture. That makes life easier for the developers. Having said that, their single mechanic could easily be turned to any setting. I think they are trading off the cool culture of the Vikings but a Dynasty of Pharaohs game would work just as easily or even a Gods of Olympus.

If you wanted to play RMu in a Viking setting then converting from Sagas to RMu would be a breeze. It seems like multiply everything by 1.5 and you are in the ballpark of RMu’s OBs and #hits. As these are both d100 systems a +10 or +20 just carries right across. If you wanted viking traditions, culture, the gods and their magic then Sagas of Midgard would be quite fun to play. If you just want a detailed drop in viking culture then I guess the HARN Jarin supplement would also serve, but wouldn’t be as much fun.

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More Lazy GMing: Destination Spaces in My Against the Darkmaster Campaign

So now I have nudged the trajectory of my PCs wholly into an overland journey to the enemy-occupied Dwarven mountain city of Angrothrond, wherein the PCs expect to find armies of Orcs and Trolls, caverns of partially mined angril (a homebrewed substance similar to mithril) and perhaps a massive, inert stone golem and a slumbering Iron Dragon of Morgoth from the First Age of Middle-earth. Since starting this coming avalanche—the trickle of adventuring steps that should result in armies at war—I have been anxious to envision specifically what the PCs should encounter at this destination.

I’m not content to rest with the near-zero prep that unpredictable gamers have required of me for our discrete sessions. This is because I’m reasonably assured that the PCs will come to Angrothrond, and I should be adequately prepared to meet them there. And yet I’m still not sure how to build the location—or if I should construct it at all, even considering the new circumstances.

A game’s official materials often telegraph the intended experience. VsD’s Level 1 adventure contains what essentially is a “5-Room Dungeon”—always a quick and satisfying structure.

The first thing I chose to do was randomly generate half a dozen qualities for just as many areas in the surrounding countryside. This adheres to lazy GMing. But I have been wrestling, since then, with how detailed to make Angrothrond itself. I began to map it out. I sketched a side-view of the mountain with a rough estimation of levels, then I sketched a couple “overhead maps” of some components of the individual levels.

In my youth I never, ever did much with maps. Most of my GMing was “winging it.” My friends and I would be at someone’s house for the night, giddy on Pepsi cola and Reese’s Pieces. In between consuming VHS movies, my friends would insist I run MERP. I’d sit in a corner for a few minutes, dreaming and maybe jotting a few notes, then, when ready, I’d announce the beginning of the scenario.

When I did need maps—and almost always they were overland maps—I had Karen Wynn Fonstad’s The Atlas of Middle-Earth, a 1987 birthday gift to me from two neighborhood friends. I still have it, and I still use it, as you shall see in this discussion.

Fonstad’s Lonely Mountain

While playtesting Against the Darkmaster, I have been thinking a lot about GNS theory. For those who might not know, GNS stands for Gamist Narrativist Simulationist. These three qualities comprise all rpgs (at least, I have yet to find an exception), and individual rpgs might be described by where they fall among these poles or within a Venn diagram. Right now, I haven’t determined where VsD lands in a graph.

I do know that OSR games tend to land heavily in the Gamist portion of the diagram, and I believe that two evidences for this are the ease and speed of character creation—roll one up and try to survive!—and its preponderance of detailed maps—this is the space; interact with it. When a game moves into Narrativism, rules concerning improv acting enter play: Is there any kind of lever on the wall? (Whether the GM had intended it or not) Yes, and you notice a rusty iron grate directly below it; perhaps the lever operates it in some way? I think that VsD is supposed to bleed into Narrativism in an appreciable way—its intent is to emulate exciting high fantasy, after all, not necessarily the Simulationism of dungeon exploration—and player questions and Skill rolls, therefore, are likely to directly affect the game space.

How detailed should Angrothrond be, therefore? At first I tried to map it extensively. By the time I reached some lower levels, though, I felt like it was a useless task—who cares how many independent Dwarf homes are on this level! I wondered if I might save myself some time by borrowing a map. I have plenty of OSR dungeon maps, but using those for VsD simply would highlight the mundanity of Gamist play. Well, what about some true Middle-earth precedents? I don’t own any early MERP modules that might have the Dwarf structures. I looked up what Cubicle 7’s One Ring might be offering these days: some reviewers of Erebor: The Lonely Mountain were disappointed with the lack of significant maps, so that seemed like a hefty price for a mere curiosity of a PDF.

Fonstad’s Moria

But didn’t I have maps already? Turning to Fonstad I found not only maps but a Narrativist precedent. Tolkien’s Dwarven caverns are better described as immense underground cities rather than dungeons. Who cares about the placement of every single municipal feature in a town or village? Same with these places. In fact, Tolkien’s prose concerning underground exploration often involves hours—even days—of journey through a single passage, sometimes with just a few choices concerning passageways. It wasn’t until Tolkien’s characters encountered adventure features that he described the space with any tactical clarity.

So I think I shall do the same. Angrothrond will be defined by rough levels, and each of these will contain some major features to be more fully detailed as the Narrative requires. Thank you, Tolkien and Fonstad, for clearing this up for me!

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Race as Class in Rolemaster Games

The other day I was looking up something in Middle-Earth Role Playing (MERP), and I came across a passage I don’t recall reading before—ever before, even when I aspired to run MERP just last year!

Elves have certain advantages over the “mortal” races … , and in terms of a fantasy role playing game this is reflected by a restriction on how they assign their stats. Each Noldor Elf must assign his highest stat to his Presence, each Sindar Elf must assign one of his two highest stats to his Presence, and each Silvan Elf must assign one of his three highest stats to his Presence.

The rationale for this appears to be twofold. In Middle-earth, Elves are awe-inspiring, and the rules should reflect this. Also, Elves are inherently powerful. Later generations of gamers would begin to characterize Elven character features as “unbalanced” or “overpowered” (“OP”). MERP appears to make up for this perceived unfairness by necessitating that Elven characters need to boost what is usually regarded as a dump stat. This can be seen as a kind of “tax” or handicap for playing such a capable player. I instantly see the appeal in this stipulation and am looking for a way to adopt it into my Against the Darkmaster (VsD) campaign. 

In MERP—and now in VsD—nonhuman characters are further restricted by receiving, at the start of the game, fewer Background Points to spend on goodies. They also have class restrictions. For example, Dwarves can’t be Wizards. We see some of these tendencies in Rolemaster’s current d20 siblings, as well. But some of the first versions of D&D did something that always has struck me as quite elegant: when it came to nonhuman PCs, Basic editions decided that, in these cases, character “race” was its most important distinction. In fact, the character race was character “class.”

Class, of course, is what RM calls Professions, what VsD calls Vocations. Basically, Class is a character archetype or a description of the kinds of skills in which a character specializes. D&D character Classes seem to derive from early gamist considerations and the vaguely medieval milieu—which emphasizes a strict social structure—that D&D emulates. In this case, classes might be considered the hereditary training in which characters should specialize. RM should receive credit for being an early system to push against the rigid restrictions resulting from class. But the game did so by innovating a complex skill system ultimately adopted by D&D 3e.* In this conception, a Fighter might choose to be skilled at Picking Locks but at significantly higher cost than were she simply to improve a Weapon Skill. In other words, the Fighter was best built for fighting. He developed other interests at expense to his primary vocation.

Now, D&D and its progeny have come a long way from its sources in early fantasy literature to become its own thing. In a typical fantasy setting for D&D now, it’s perfectly acceptable to find nations of Elves, Dwarves, Halflings and more, all with guilds and specializations largely indistinguishable from their usually-more-numerous Human neighbors. But when I consider the literary inspirations for the genre, classed races don’t make much sense to me.

When it comes to high fantasy racial cultures, Tolkien’s Middle-earth must be the best referent. In considering that property, what character Class was Legolas? A Rogue? Well, he didn’t seem particularly thiefy. A sneaky and agile Fighter? Certainly, but how about a Ranger?

And Elrond? In The Hobbit he is presented as a kind of sage, but he also has survived many wars and battles. The point is that, in Tolkien, all Elves are free and all Elves are awesome. They live forever, with ample time to master any pursuit. Elves are essentially their own thing, not Rogues, Fighters, Rangers or even sages.

So what about Dwarves? Well, they’re Fighters, obviously. But shouldn’t they know something about locks? Okay, give them a bonus on those skills. Might they also be Rangers, though? Many are in a diaspora. They have to explore the mountains, too, prospecting for new mines and homelands.

Modern conceptions of Halflings have moved far from Tolkien’s Hobbits, but I think we’re still apt to class the diminutive folk as Scouts or Thieves. This probably is because Hobbits are inherently sneaky, and for this reason Bilbo was unfairly branded as Master Burglar. But the kinds of classes that the little people most likely are to produce are modern vocations—gardeners, millers, postmasters and, yes, Bounders, to name but a few. As a racial feature, I would give these guys a bonus Secondary Skill in a mundane profession.

For the precedent set by my fantasy literature, therefore, I’m attracted to “race as class,” and I have devised a chart for VsD. VsD seems to “balance” its Vocations by distributing 15 Rank Points among 5 different categories. For versatility, it also distributes as many as 150 points in bonuses among the individual Skills.

I must confess that I can’t find “balance” or structure in the latest RM race rules. Anyone have an idea how to construct race as class in that rules set? Might such a project be undesirable in that context?

*For the purposes of this discussion, I’m ignoring the “No Profession” Profession.

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Using the ‘wrong’ skill

I was writing an adventure the other night and one of the challenges requires some combination of navigation, survival, region law, tracking or at the very least general perception.

The characters have an option of paddling up a jungle river with its inherent risks of crocodiles, water snakes and possibly hippopotami.

The could of course use the well worn track that edges the jungle. Then they face the threats of solitary big cats, snakes and wild boar.

Additional threats are also impoverished humanoids who have been outcast from their communities.

The point is that there is a lot that the characters may want to avoid or at the very least be aware off and not stumble into. The adventure is expected to be a second adventure for relatively new characters so they will have an additional level under them or if not then this journey will be enough to level them up. Just reaching their destination will be a story point for experience purposes.

I had always assumed that Perception was about THE most basic of skills. I saw on a discord server recently a discussion about leveling up and the advice was not to bother with Perception unless you were a Rogue or such. In my games Perception is probably the most used skill.

Something else I have always done is shift the difficulty factor if the character doesn’t have the ‘right’ skill. So an Easy tracking roll would be a Light Perception. A Medium Navigation test would be Hard Region Lore. If you don’t have Navigation or Region Lore and you are just relying on Perception to keep sight of the track or spot the right tributaries then that would go from Medium Navigation to a Very Hard Perception test.

Using this graceful downgrading it both rewards characters that have build a broad skill base while not making tasks impossible to beginning characters who may not have all the skills they would want.

I know this breaks the RMu similar skills rules. That uses a 0/-25/-50/-75 progression and combines two penalties so that the penalties mount up really quickly. Look at this example from A&CL.

Example: Perception and tracking are in the same
category, but different skills, giving a -50. They share
virtually the same techniques, as well as a similar
subject (the environment). The total penalty to use
Tracking in place of Perception, or Perception in place of
Tracking, would be -50.

A&C Law page 47

My method is much kinder on low level characters and a two step penalty often means just a -20 penalty. For higher level characters the risks tend to be higher and the challenges harder so that -20 turns into a more likely -40 as your more likely to hit Sheer Folly and harder.

It is also easier to work out on the fly. The greater the degrees of separation between the skill the character has and the ideal skill for the challenge then the more steps in difficulty. This eliminates another table lookup to boot.

It also makes it easier to write adventures where to do not know the level or composition of the party.

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Looking again at difficulty factors

I have been thinking about difficulty factors this week. My default position is that I am a huge fan of using difficulty factors on skills.

I normally start with a defined difficulty factor so I know a cliff edge is Sheer Folly at the top and in the middle section it is Absurd and finally Very Hard as it levels off slightly.

With a base level in mind I tend to bump the level up or down a level for each complicating or mitigating factor. So the same climb at night goes from Sheer Folly to Impossible.

When there were multiple complicating factors I bump the level up additional steps. So We have our mountain and it is night and it starts to rain and then the wind gets up as well. This climb is now two steps beyond Impossible.

I handle good things in the same way. So the characters pull out ropes, pitons and hammers. I reduce the difficulty one step for this.

And there lies the dilemma. If they were two steps beyond Impossible (-100) anyway and then they use all this extra gear and it remains Impossible (-100) why bother? Ironically the extra gear would actually make a difference at the bottom of the slope where the added complications do not overtop the difficulty scale.

If you look at this from climbing up from the bottom it makes perfect sense, and you can almost hear the characters looking up and scratching their chins and saying “Aye, without the ropes and gear that climb in nigh on impossible in this weather.” It is only when they are a third of the way up that the climb gets even more difficult.

So far that is how I have always done it. Part of the logic has been laziness. Rather than having to look up or memorise a shed load of possible bonuses and penalties I can just walk up and down a difficulty ladder. The actual ‘rules’ that I am copying are well tested and established as this is how FUDGE deals with things, you just sum all the factors and shift the difficulty according to the final result.

All well and good until horses get involved.

If you horse has a MM penalty of -50, you as the rider only get a -25. The mounts penalty is halved and applied to the riding roll. This is an RMu rule. This leaves me with a bad feeling.

Imagine a short mounted combat that turns into a flight/pursuit.

  • Do I, as GM, roll the MM for the horse each round?
  • Does the Player roll twice, once for their mount and once for their character?
  • Characters starting at 3rd or 4th level can easily have a riding skill in the high 70s or more. Riding ‘impossible terrain or obstacles, for them, is on average a partial success.

If two rolls are required every round, one for the horse and then one for the rider, we need a double success. The first has a much bigger penalty but is a percentage action as a MM. The second roll has a small penalty but would be an all or nothing test. Failure meaning the character hits the deck at worst or cannot fight back at best.

I would frequently bunch rolls together, not rolling for every NPC but one indicative roll just to keep the action moving. If the PC is intentionally leading the party and their pursuers over hedges, along ridges and the like with the intention of dislodging the riders or injuring their mounts then you cannot aggregate these rolls. That would negate the player’s agency. So we are down to 20+ rolls per round just for the riding in a 5 v 5 pursuit, without any actual combat.

I don’t like the idea of the player rolling the horses MM. Eventually you will get a player who will argue that a two foot wall is not medium difficulty or when two walls come up in the same round as they are only 20′ apart then complaints about whether one jump is actually harder than two. (It is as the horse has to rebalance on landing and has fewer strides to adjust its pace and take off position.)

The last concern is that the riding skill penalties being halved mean that a +50 skill wipes out a -100 Impossible penalty. Players who want to play horse focused characters can easily start with more than that if you are starting at 3rd level. 6 Ranks bought, plus culture, plus knack, plus stat, plus professional bonus. Most situations will NOT be impossible, at least a partial success is more likely than not. There is little motivation for a horse loving character to spare the horses if he or she knows they can ride it out.

I suspect that what is irking me is that they have halved the difficulty factor. In effect they have created an entirely new scale. I don’t know if this is the only instance where that is used. It is the only one that I have come across so far.

Noone in any of my games has had a mounted combat yet but if I struggle with these rolls/rules I think I may need look at them again.

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Fantasy Inspiration

In the scene above can you see a face in the rockface? It probably isn’t there at all but it when I first saw the imagine it sort of jumped out at me.

The point is of this is threefold…

The first was the forum post by Jengada on rendering campaign worlds. The second was talking to a GM that is playing his game in Middle Earth and the third is all about adventure design.

Rendering Worlds

With the best software in the world I could not render a campaign world because I am a talentless lump when it comes to arty things. The closest I could get would be to try and explain what I could imagine to a designer and then let them try and create my vision. That is simply never going to happen.

Middle Earth

Middle Earth is always a rich vein for role playing. Right now you can buy into the Adventures In Middle Earth franchise. There is an entire Mirkwood Campaign for just $19.99. Converting from D&D 5e to any flavour of rolemaster is not difficult. There is the The One Ring™ Roleplaying Game which will set you back $30 for the core rules. I don’t know that system at all but it is based upon d12s and d6s. Rolemaster is so flexible that I cannot imagine that it would be difficult to convert the game materials over. Then of course there are the old school MERP supplements. These are potentially too valuable to play with. You could sell a single good condition supplement and buy an entire set of one of the other ME based games with the proceeds. We also have the problem the converting from old school Rolemaster to RMu is just as difficult as it is to go from a completely new game.

Right now there is the brand new Middle Earth Amazon Prime series getting people excited. There are also all the Peter Jackson movies. There are also some books apparently.

One slight problem with all these TV and movie renderings is that the visualisation of the director can over write what was actually in the books. Once you have seen Peter Jackson’s Gandalf then there is a good chance that that is how you will imagine him from that point on. If not you then certainly some of your players.

I think it would be hard to change the physical appearance of any place or people that have appeared on the TV and in the movies as your players will have a vision of what they think things should look like. Take the argument that orcs physically look exactly like elves, humans and hobbits. The corruption is that of the soul not the body. There is this quote on Quora: “When orcs first appeared (as stated in the Simarilion) they were mistaken for Quendi who had ‘gone wild.’ In LOTR when Eomer and his eored pass Aragorn, Legolas and Gimli he initially mistakes them for orcs from very close range. Later Frodo and Sam passed themselves off as orcs in Mordor. The orc leader is close enough to whip them. Despite wearing orc armor, helms and cloaks any radical difference in physical features should still have been apparent. Apparently JRRT intended that they shared physical characteristics with men, hobbits and elves .

So although ME is probably the ultimate setting for any fantasy game where you want to visualise the setting it is not without its problems.

Adventure Design

When I saw the image above I thought I could see a bit of a nose and mouth on one of the great rocks front and centre. Given the wild mountains, the snow and the water, possibly a lake as it looks too calm to be the sea, I think I could write a location based upon this image by Susan Cipriano from Pixabay Try this, go to Pixabay.com and search for forest or mountains or lake. You will get so many options that could so easily be fantasy locations. You could tweak the setting to fit the images rather than trying to get the images to fit the setting.

It is not just landscapes either…

I could definitely write an fantasy location for that one!

Finally, I think Egdcltd and I both have a desire to create our own settings. The big stumbling block is the sheer cost of getting the art. I would suggest that if one were to start with the art and let that inspire the setting then more people could create great looking settings.

Setting ‘Challenge’?

Or about this? I could scour the image website and build a collection of brilliant and inspiring images for a fantasy setting. I then put it out there as a sort of challenge so anyone could download the package and write a setting based around the images. We all have inspiration but this would take away one barrier that stops people building their own fantasy settings.

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Lazy Peasants

I am bringing together two threads here. The first is Gabe’s Lazy DMing and the second is a conversation I had with Marc about how he has house ruled the Patronage/Renown rules from One Ring in to RMu.

When Marc first mentioned Patronage he described it as a single figure, 0-6, that is used to represent the characters current standing with a particular NPC. 0 means the NPC barely knows you exist. If you do work for the Patron or help them out then your Renown goes up. By the time you get to a Renown of 2 you can start to ask for favours in return.

My immediate response was to ask if these rules accounted for Renown ‘flowing’ from one NPC to another, such as if you worked for a particular lord and had a good standing would that lords brother in a neighbouring town also look upon you favourably. Would the Renown flow along trade routes, so if you are doing good stuff in this town would the next town get to know about you and look favourably upon you when the party rocks up.

It turns out that some of these questions are covered in the rules.

So I started to think about this in the context of lazy GMing.

So imagine you create a little cross reference grid with NPCs listed down the side and across the top. It would be really easy to fill the grid with bonuses and penalties that apply to the characters social skills when acting for or against particular NPCs.

Lord AVizier BBaron C
Lord A+20+30
Visier B-30+20
Baron C-50+20

So in this example, obviously you would have rows and columns for every NPC you create on the spur of the moment:

Lord A likes and probably trusts his Vizier but and Baron C.
Vizier B dislikes Lord A but likes Baron C
Baron C really dislikes Lord A but likes Vizier B

You could easily generate these numbers using 1d10-5 x 10. Whenever a new NPC is introduced we just add a new row and column and add in a new rolls see how much they (dis)like the other NPCs in their location.

Using the table would be a case of looking at how the NPCs feel about each other and how they would feel about emissaries from one to the other. If the characters had been working for the Vizier recently and then they turn up bearing a message for Baron C then he is very likely to welcome them. If the message was from Lord A then there is more chance that he would keep them waiting around on some pretext.

Of course a GM could easily come up with these relationships themselves. The point is that even if you have no idea where the player characters are going to go, who they are going to talk or what they are going to latch on to, this technique will allow you to spontaneously create a level of social tensions and relationships.

If you ignore lords and barons for the time being you could have a table of the ‘normal’ people in the town. The players ask the barkeep about the best place to stay. If you had rolled a positive bonus on reactions for one innkeeper and a negative or near zero reaction to the other inn owner then the barman is likely to recommend the first inn. What if the serving wench is really popular with the few town guards you can had to create so far? The guard are likely to drink in that tavern and when the fighter in the party tries to hit on the serving girl he could end up being given the evil eye by the guard(s).

The template above has a blank grid with room for about 18 NPCs which is probably as many NPCs are you are likely to create in your typical village or town.

This is not intended to turn your game into roll playing rather than role playing. Where this works really well is when two or three random rolls create a little story of their own. Maybe a married couple end up with -50 in all reactions towards each other or you get a triangle where two men appear to hate each other but are both very keen on the same woman. Then her reactions to one or both of them could be the stuff of local gossip, tensions. And then in amongst all of these walk the PCs.

Obviously your mileage may vary.

This really is my last post before I move. Tomorrow at 8am I am giving up Cornish giants and celtic legends and heading for lands of Norse myths.

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Generating Fantasy Adventures for Competent Players

No plan survives contact with the players.

—Davena Oaks

After my latest session I opened up Michael Shea’s The Lazy DM to compare his advice to my emergent method of adventure generation—one that suits my current campaign, anyway. It’s from this book that I pulled the quote above, and, for the sentiment contained therein, at first Shea’s advice seemed like it would be of some use to me. Then he suggested sketching three “paths” the adventure might take, then three NPCs the party might encounter. Not bad advice—perhaps perfect advice for particular groups—but I genuinely believe that this would not work at my table. Shea’s chief recommendation is to avoid spending time on adventure preparation that will not find use in an actual game. So, if I accepted this for my game, I wouldn’t even prepare three adventure “paths.”

The reason for this, of course, is that by now my gamers aren’t certain to use any trail I blaze for them. A path forecasts an Adventure. In many cases, my players won’t go on the “adventure.” Don’t get me wrong: they will adventure, but it will be one of their own choosing; perhaps I should say it will be one of their own making.

In case my tone is ambiguous here, I am not complaining. As a GM, I am more interested in seeing the stories that gamers create. This is why—somewhat belatedly—I’m realizing that I’m somewhat in error if ever I refer to our Monday night game as my game. For this same reason I’m realizing that it’s quite unfair of me were I to drop the current campaign, switch systems, start something new (as I have done before), as if our communal experience is an auteur rough draft that no longer satisfies me. Our campaign is not a monograph. It is our narrative, and to abandon it, through the authority of being Head Writer, would be an act of egotism and presumption.

The consideration remains, though, about how I might best execute my role as GM to provide the most interesting game possible for my players and their characters. I’m learning that the answer to this also is dependent on the shared experience the players want to explore. In a recent conversation with a player, I identified three modes of play within a wide spectrum:

Entirely free form. The PCs do what they will, dependent on the character personalities and stories, and the GM responds improvisationally.

Adventures keyed to character. The GM writes adventures, but they usually are relevant to individual PC goals and stories.

Adventures. Whether they are purchased or written by the GM, the story is the thing, and PCs are expected to “play through.” Larger PC goals might affect the adventure, but this is reliant on the GM’s indulgence or interest.

The player whom I was in conversation with wondered if my current method was entirely improvisational. I believe it’s in between the first and second form above. What I mean by this is that I have an idea of what is going on in the world independent of the PCs; how the PCs interact with these forces—if at all—is discovered during play.

This is not to say that (outside of world building) I don’t prepare at all! Against the Darkmaster provides me one narrative mechanic and resource that I can leverage in predicting what might interest the PCs. These are Passions (which I’ve simplified as individual character goals or quests) and Drive (a “benny” that PCs earn for following their Passions). In my world building, I have woven the individual PC Passions into one destination, and I think the overland quest to this destination is going to commence soon.

The other way that I have been preparing is as follows:

Generate the “unfleshed bones” or prompts of an adventure. Lately I’ve been preferring Richard Le Blanc’s D30 Sandbox Companion. During a session I can refer to this to help structure an emerging narrative.

Generate inspirational terms. I randomly select these out of a hefty dictionary. As the session progresses, I look at these for help in fleshing or weirding adventure components or answering player questions.

Generate NPC names. While I roll my terms, I gather morphemes, combining them for suitably fantasy-sounding names.

As I’ve suggested, this method has been developing for my current long form style of campaign play. I’m looking forward to next year, when I will run an episodic version of the Conan 2d20 rpg. That system has adventure generation resources particularly suited to Conan-esque Sword & Sorcery entertainment, and I think that that kind of adventure creation will be much more responsive to my individual vision for a particular group experience.

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King of the Swingers

I spent the past two weeks writing a set of adventures. Bizarrely I have used a format I have adapted from Shadow or the Demon Lord to create an adventure for Zweihander as a writing tool to create a Rolemaster adventure.

Let me unpack that a bit.

Shadow or the Demon Lord [SDL] has a format for booklets that contain virtually entire campaigns or adventure paths in a single book. Each book contains eight to twelve complete adventures that link together to form a campaign. Each book is only 35 to 50 pages in total and each installment is just a couple of pages.

I like this format. As long as the GM knows the How and Why of the adventure, has the suitable maps and the key NPCs then they can actually run the adventure in the style that suits their players and their play style.

So using this layout I have written a set of adventures. They are all set in a jungle covered land. It starts with the characters being shipwrecked on the beach and from there there are several locations that can be explored and challenges to overcome, random encounters for characters that go exploring off piste and a plot that is running through the whole thing which will move events on around the characters.

I have used Zweihander as target system as a placeholder for all the possible versions of Rolemaster. This works because Zwei has a much smaller skill set, for example Athletics covers all physical endeavours from climbing to swimming and Awareness covers all forms of Perception. Zwei also have avery compact bestiary where there are just half a dozen basic normal creatures to cover all of life on earth that isn’t monstrous. The grimoire has only 9 spells per profession compared to the hundreds of RM spells.

From the Zwei version it is easier to add more detail, to cover the many versions of Rolemaster with its wealth of different creatures, spells and skills.

Writing for Zwei is much faster than it is for Rolemaster as you do not need to check as many references for all these professions, skill, spells and monsters. Once the adventure is written and you know what monster/NPC/spell or whatever the encounter needs it is really easy to find the reference you need.

It also means you get a bit of a 2 for 1 as you can sell the Zweihander version as part of their community content programme.

It seems a bit of a roundabout way of doing things but it seems to be working quite well. It is always going to be easier to do a ‘conversion’ rather than trying to develop for multiple versions of the same system all at once. I think that is where the SDL contribution comes in. If you know what the challenge is then you can either take a skills detailed approach then you can, that will please the RM2 players. If you use a reduced skill set then that is easily accommodated as well.

There is little or no difference between Creatures & Treasures, Creatures & Monsters and Creature Law so slotting in the same monsters is not much of an issue, the same is largely true of Spell Law as well.

I have been really careful not to use any ICE intellectual property and the setting is an unnamed and unidentified jungle coastline. You can drop that into almost any setting.

I have never tried to sell an explicitly Rolemaster adventure that is effectively ready to play before. I am curious as to how it will sell.

I released the Zweihander version at the weekend and it is selling OK, at a $3 price tag.

I am moving house this weekend but I hope to have this finished and ready to list on DrivethruRPG by the end of next week. I will let you know when I release it.

It is possible that I will not be in a position to blog on Thursday or next Tuesday so please forgive my silence. I am packing boxes!

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Shadow World Spin Cycle: Thieves of Tharbad

Welcome to another “Spin Cycle” blog post! If you aren’t familiar with my previous entries on re-purposing MERP products for Shadow World you can find my take on the Court of Ardor HERE, HERE and HERE.

As stated, this entry will look at the MERP adventure module “Thieves of Tharbad” and how the material could be spun into the SW Setting. There are similarities between ICE’s Middle Earth products and the later Shadow World series so it can be easy to grab one of these modules for adventure ideas, maps and layouts.

Thieves of Tharbad (ToT) is only 34 pages but it starts with a great Angus McBride cover of some nefarious goings-on in the harbor and docks. It’s another great McBride picture that captures the kinetic energy of action and story with great use of lighting and shadows.

The table of contents reveals the familiar ICE book format: Intro, Lands, Inhabitants, Politics & Power, the city of Tharbad, Adventures and then the various tables. For those that want to grab quick to use adventure material, much of the into, history and background can be ignored. One of the “complications” of re-using MERP material is the flavor of Middle Earth names. ICE did a fantastic job leveraging Tolkiens language and naming conventions, but they are obviously different than the names and language words in Shadow World.

The real “meat & potatoes” is the city map, floor plans and adventure material. The city map is color with color codes for various professions and businesses. It’s typical of ICE and a great map for a city adventure. Again, some of the map names are very ME but can be overlooked.

The city material, maps and floor plans take up 9 pages so there is some good material. There are around 100 businesses identified with descriptions of varying length. This is more than enough for a GM to have a ready to run mid size city. There are detailed floor plans for the House of Healing, Embassy, a typical Row House, and a Merchant Home and Shop. No taverns though!

Adventures. The first adventure is called “The Extortion Ring and is almost 4 pages in length. It includes several floorplans as well. It’s a good adventure plot with the opportunity to expand it as needed. The second adventure is “Theft of the Tiara” and involves a theft and recovery of a valuable object. Part of the adventure takes place in the sewers and a basic map of the sewer system is included! The real gem is the “water fortress”:

It’s nice to have artwork like this to add the adventure. The third adventure has the players deal with a smuggling ring, and the fourth short adventure involves bandits in the wilderness.

A quick review of the charts indicates that most NPCs average between 4th and 7th lvl. There is a 20th lvl Fighter, a 14th lvl Mage and a 12th lvl Bard. The rest of the PC’s are much lower level. My sense is that Tharbad would be great for starting characters up to around 6-7th lvl as is.

All in all, Thieves of Tharbad is a great resource to use as a city to base the players, several good adventures and of course the framework to add even more plot and intrigue.

You can drop Tharbad onto most any area of Shadow World, but I use it for the city of Arakin on the eastern shore of the Sea of Votania (Haestra, Emer I).

https://goo.gl/images/sSPKEH
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