Interlude: A Rolemaster Hack of Chivalry & Sorcery Character Generation

So far, I’m charmed. With time and the right group, I’d explore the entirety of Chivalry & Sorcery, on its own terms, by playing it as the game it is. But since that’s unlikely to occur—at least not anytime soon, especially since I face a multiplicity of similarly attractive systems—I’m tempted to steal some of C&S’s most exciting features and “hack” them into any version of Rolemaster.

C&S’s determination of a character’s Social Class is full of roleplaying possibilities and seems easy enough to integrate into RM in a variety of ways. I probably would treat Social Class as a Culture, that feature that awards characters with starting Skill Ranks. In the realist medievalist milieu that C&S emulates, Social Class would replace Culture (since there is, broadly speaking, just the one “culture” of Middle Ages Europe). In a fantasy setting in which regional environment contributes to culture, I would use Social Class Ranks in addition to or as a subset of these more usual starting packages. Unless I had a specific campaign experience in mind—an adventuring party comprised entirely of Knights, for example—determination of character Social Class would be random. Social Class moreover, as in C&S, would contribute to a character’s starting equipment, overall Wealth, and reflect the character’s Social Status (also while recognizing that my current game system, Against the Darkmaster, presents “Noble” as a Culture). I have yet to see how Status, in C&S, behaves as a mechanic, so, without that precedent yet in mind, in an RM game Status probably would translate into a special bonus on certain Skills and Maneuvers.

I also like the determination of the Father’s (or Mother’s, for non-patriarchal settings) Vocation and Social Status and the Sibling Rank and Status in One’s Family tables. I’m not sure if I would use the C&S charts in toto or drift them into the RM method for Sibling generation as found in one of the Companions; I’d investigate my options in more detail. Porting in these C&S features again raises the question of how C&S deals with its Status rating system, so keep tuned as I discover this and consider possibilities for translating this feature into RM.

I would browse through all the C&S Special Talents & Abilities, being sure to compare them to RM’s (there appears to be considerable overlap). Since I am running VsD for my home group, I would use both C&S Talents and Abilities and RM Talents and (going back to the Companions) Background Options as inspirations for the slightly different packages VsD offers as Background Options.

Adapting C&S’s character Body Points system for RM probably would be the most radical hack I could make, and I want to do it. The approach essentially would result in making RM hp more or less static after character generation; Body Development would be removed as an RM Skill option (or I could make it prohibitively expensive, just for Fighter-types, perhaps). This would make development of Weapons Skills critical for adventurers (as if it wasn’t already) so that plenty of OB always would be on hand for Parrying. For VsD, I would give PCs starting HPs based on Kin and character bonuses resulting from Fortitude, of course, with yet another bonus that results from C&S’s character Build table. This necessitates that I also port in C&S’s character Size rules.

I would modify and use the Horoscope table. I need not adhere to the Earthly zodiacal calendar. It also need not be contingent on celestial systems. I could see myself designing a Viking game wherein runes are used for these purposes.

Finally, character age is appealing to me as an RM variation. The game group would have to be agreeable to the use of this feature, but, essentially (contingent on random rolls) PCs would begin play at various Levels. This approach might even make up a shortcoming that I have noticed in VsD’s emulation of its inspirations: the fictions informing VsD present PC parties of varying “power levels,” something that VsD, rules as written as yet, does not accommodate.

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Chivalry & Sorcery Character Generation Part the Third

Step 14: Determine Character Fatigue Points 

Fatigue Points appear to be pretty much how they sound. To determine them, players have the choice between two calculations, whichever is more beneficial for their characters. Mine is a total of Strength and Constitution, so 30.

A PC can extend this resting period up to a maximum of 1 hour and still recover some Fatigue Points. The recovery rate after the first 10 minutes of rest is 1 FP per 10 minutes of additional rest for a PC with CON 15 or less and 2 FP per 10 minutes of additional rest for a PC with CON 16+. If the PC wishes to recover more he needs to sleep. A character can then recover Fatigue Points at the sleeping rate which has no maximum period for sleep.

If a character does not sleep once after every 24 hour period, the character’s “effective” Constitution is “reduced by one level for every hour he goes past 24 hours without sleep.” There isn’t a mention how long a character must sleep. Here’s an open door for you, Power Gamers!

Step 15: Determine Character Lifting & Carrying Capacity 

In this section appears another one of C&S’s delightful observations:

Not only in modern times but also throughout history, infantry carried a burden of 50 to 100 lbs of armaments, ammunition and equipment. In good condition and with the weight properly distributed by a decent backpack, etc., infantry can march for many miles under that load over all manner of terrain! To reflect this, Carrying Capacity is calculated as 1/2 x LCAP (rounding up).

A casual search doesn’t reveal the thread to me, but the foregoing strongly reminds me of some comments on Encumbrance I received on the Rolemaster boards over a year ago.

If a character exceeds his carrying capacity, he suffers a penalty of –1 Fatigue Point for every 20% of the character’s CCAP that he exceeds it, for every hour or part of an hour he carries it.

Uh-oh. This is the first calculation that has struck me as “fiddly.” Weight calculations are annoying enough, though in this game they are mitigated by C&S’s lenient approach to character penalties. Yet here that generosity seems to be “walking back.”

Note: Naturally I’ve been thinking about the play experience that these rules might accommodate at the gaming table, and it might be that “fiddliness” would be a boon rather than a curse. The types of characters likely to be generated (at least through the random method) encourage careful roleplaying rather than fast-paced action anyway. With the right group, I can see time-intensive considerations of weights and microscopic maneuver calculations as a pleasurable and essential component of the C&S experience. As I’ve been reading, I’ve been thinking that what this game emulates is not something that I would have enjoyed in my youth. It is something I would enjoy as an adult. On the other hand, some of the crunchiness is not something I’m particularly attracted to now, whereas, in my youth, my group would have been just fine spending an hour on something as mundane as totaling the weights of our packs.

Step 16: Define Character’s Jumping Ability 

More fiddliness. It’s Strength + Agility x .25. Then I add 2 for a Human. I get 9.

The rules for Running and Standing Jumping are interesting but a little too much to delve into here.

Step 17: Determine Character’s Movement 

There are two ways of determining Base Action Points. It’s based either on Agility and Constitution or on Agility and Intellect. The selected values are added and divided by 2.

My character is better off using Constitution. 10+12/2=11.

This is the first notice of an action economy system. It is going to be very interesting to contrast this structure with Rolemaster’s.

Step 18: Determine Character’s Horoscope

The designers say that this is optional but highly recommended. It’s another percentile roll. I roll 79, Capricorn. For this, my “Favoured Skills & Benefits” are Charisma and Materia Magica [sic?]. I’ll have to note this for later, when I deal with Skills, because, with this astrological reading, I get to choose two Skills from one category or one Skill from both categories.

It appears that the governing birth sign also awards XP bonuses whenever the character uses Skills affected by this portent. This further is skewed up or down dependent on the character’s Aspect. Finally, bonuses resulting from the use of Magick Skills are parsed away from the others.

My character gets +10% XP from the use of Charisma Skills and +10% XP from the use of Magick Skills.

This causes me to consider if every single action the character performs (such as in early Rolemaster) is going to be tracked in game for the purposes of calculating Experience.

Step 19: Character Age

Also optional. I roll 97. I’m 25 years old and therefore much more “experienced” than characters of the default age of 18. At this time, I’m not sure precisely what this might mean in game terms. It appears I have a lot of starting experience points. Are these to be spent on Skills? I wonder.

The implications of this alternate rule are exciting. I’m imagining, now, of starting PC parties of varying “power levels.” Their compositions would be something akin to Tolkien’s Fellowship which, at times, was comprised of a Maiar Wizard, an ageless Elf, a resourceful High Man and a smattering of others, including four “Level 1” Hobbits. As long as players aren’t concerned with “fairness,” this feature can be inspiring and rich with narrative possibilities.

Step 20: Determine Character’s Personalising Traits

Also (strangely) optional for such a detailed game. This section contains a table of possible physical traits, but it’s not designed to be rolled upon. There might be something like it in the GM book, or there are sources published by other parties that might be of use. This goes, as well, for something likewise surprisingly absent: a table of names, or at the very least a list of some that would be most appropriate for C&S’s default milieu of Europe in the Middle Ages. The player also is encouraged to imagine the Personal Foibles of his or her character.

Character Generation is finished—yes, I know there still is much to be done, but this closes the book’s first section. 

Postscript: The very next section details Special Abilities & Defects. In it I find a description for my character’s Low Metabolic Rate:

The character has a highly efficient metabolism. He requires half the normal amount of food per day to sustain his health and energy levels. His Fatigue Points are restored by 1/3 D10 FP (rounded down) above normal levels per hour sleeping or +1 FP per 10 minutes resting.

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Chivalry & Sorcery Character Generation Part the Second

Step 6: Determine Sibling Rank

I’m going with a Knight. Perhaps, out of a sense of obligation to his Father’s wishes and desires, my character has chosen this path to enlarge his family’s estate. I expect my character frequently will regret this decision and feel the force of a priestly “Call” whenever he encounters Men of the Cloth. He probably abjures violence but is mercifully good at it whenever required to be.

I get to roll again. I roll 59. I’m the third child in my family; three siblings are younger than I am.

Step 7: Status in One’s Family

I roll again. 82. I am a Credit to the Family (the most likely result, 16-85%). 01-15% results in a Black Sheep and a resultant +5 PC points for the point-buy method. With this Status, however, the character is penalized in status points and starting funds. 86-100% results in Good Son/Daughter, and, though penalized with -5 PC points, the character is rewarded with double starting funds.

As a Credit to the Family, I enjoy regular starting funds and the full outfit of a knight.

At this point I start wondering about gender. Recognizing the patriarchal quality of the C&S milieu, I had—largely by default—been thinking of my character as male. But it would seem that players might choose to play a female—even while recognizing her lack of power historically. I haven’t noticed a table for randomly determining gender, though of course it would be easy to do with a 50/50 (as a GM, I frequently determine NPC gender in this way).

Step 8: The “Curse”

Since my character is Neutrally Aspected, I don’t need to roll on this table and I choose not to. The option is open to me, however, if, as the rules suggest, I want “to make things ‘interesting’.”

I can see the appeal of “spicing up” roleplaying (another way that the rules puts the attraction to Curses) in this way. Looking at the d100 table now, I see compelling effects such as “flames glowing blue in one’s presence” or “plants withering at one’s touch.” But I’m resolved to keep my character inviolate—at least for now.

Step 9: Special Talents and Abilities 

It could be that these are as cool as Curses are. Let’s see if I get one or more.

I roll a 12. That means I roll for one (this result is the next likeliest eventuality next to none). Less likely rolls allow me to roll twice or thrice or (on a roll of 100) select “any special Ability I desire for the character.” I don’t see the rules stating any numerical limit to this last possibility.

I roll 47 for my Special Ability. I have a Low Metabolic Rate. (I’m not sure what this means in game terms—even in “real” terms—but there is an upcoming chapter that might provide more details and the Internet for the latter.)

Any character with a Special Ability must also roll for a Flaw.

Step 10: Character Flaws, Deficiencies & Defects 

Since my character has a Special Ability, there is a 40% chance that he also has a Flaw. I roll 80. Nope, I’m Flawless.

Step 11: Personal Fears

One isn’t mandatory. I can elect to have a Phobia for my character either by rolling or choosing. I decide to do neither.

Step 12: Determine Character Size

For a Height of a Historic Human Male (sizes are based on genders and “power ratings”) I roll 2d10+57. I get 67 total (the average is 58). For Build I roll 1d10+1. I get 4 (average Build is 6). If I had had significantly higher Agility or Constitution scores, this number would have been modified negatively or positively, respectively.

My character’s Weight is determined by adding 5 pounds for every inch over 40 to a base starting weight of 10. That gives me 145. I’m a lightweight! No, wait, it’s worse than that. My Build of 4 is characterized as an Average Build on the low end, so I reduce my total Weight by 5%. So now (rounding up the fraction, per the rules) my total Weight is 137. A part of me, knowing that average human builds have increased since the Middle Ages, wonders if this is intentionally “historical.”

Step 13: Determine Character Body Points 

This foregoing isn’t just “fluff.” A character’s Build helps calculate the character’s Body Points. My 5% reduction results in a column just below another whose range begins with a Weight of 145. I start with 18 Body. I add this to my Constitution (12) and half (rounded down) of my Strength (9) for a total of 39. At this point in my exploration of this game, I have no idea if this is “good” or not.

A table shows me how many Body Points my character may recover per day (dependent on rest) as well as his ability to Resist Disease. The rules advise to make this calculation once and to record it on one’s character sheet.

When a character’s Body is reduced to negative values, he is not necessarily dead. One can sustain negative damage up to his CON and still remain alive, although deeply unconscious. When Body Points fall below a negative level equal to or lower than CON then death occurs.

I find the C&S relationship between Build and Body Points neat, intuitive and workable. Because of the lens with which (due to the nature of this blog) I am approaching this system, I inevitably compare it to the latest version of Rolemaster, which doesn’t appear to do much with its own concept of “build” outside of calculating Encumbrance thresholds and character Stride. I ask the community here to correct and/or clarify this or any other observations I’m about to make.

I’m beginning to suspect that C&S characters develop, incrementally, by discretely improving character Skills. It may be (as in systems such as Champions) that Attributes might likewise be available for advancement. In this latter case my forthcoming observations about realism and simulationism might be minimized.

A (more or less) static hit points score is the first hallmark of realism in a fantasy roleplaying game. Yes, a character should be able to develop her or his ability to absorb or resist pain and damage, but this aptitude should not be open-ended nor constant.

The D20 systems and their derivatives such as Rolemaster, for some time now, have explained that hit points are “abstract” values, representing a character’s ability to avoid and receive damage. Presumably, then, D20 and Rolemaster characters progressively improve at avoiding damage, but, say, 6 points of Bleeding damage always is going to be literal damage.

Mind you, at this point I’m not saying that C&S is a “better” game or more fun to play than Rolemaster nor its progenitor. What I am saying, though, is that C&S, so far, appears to be more “realistic,” and I admire the elegance displayed by making Build relevant to a character’s ability to take damage.

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Chivalry & Sorcery Character Generation Part the First

Step 1: Decide PC Race

My best understanding of C&S is that the system prefers a human-centric milieu, with the option of “outsider” PC “Races.” Because of the mention of Elves and Dwarves, it appears that these outsider Races are what can be expected.

Notes such as these suggest the sorts of fictive qualities that this game might emulate: fairly realistic medievalist societies wherein folk belief is validated but actual experience largely consigned to the fringes of human interaction. I would describe such a genre as historicized versions of the Matter of Britain and “low-magic” fantasies such as A Game of Thrones (at least as it is presented early in the book series).

I prefer human-centric games anyway. I elect to be a Human.

Step 2: Select a Character Creation Method

From my first read-through, it appears that, whenever relevant in C&S, gamers have the option of randomly generating a character aspect. Personally, as a player, I would choose this every time. I’m always excited about giving up control of these choices, being handed some features—just as the real world does to the real us—and making the most of them. This “Wheel of Fortune” worldview contributes particularly well to the feudal society setting implicit in a C&S game.

But, as awesome as this is, I see this presenting the most difficult obstacle for—of all people—the GM, because this is an emulation of a feudal society. The game makes great pains to clarify that the Middle Ages is not a democracy, that serfs were little more than slaves, that they had no rights, that it was fully expected of them to obey, without question, the whims and will of their superiors. So… you can “do the math.” What kind of a player dynamic will it be in a campaign wherein all the players have randomly generated characters from the lower classes? Though the random class table (soon to be seen) is weighted towards a preference for Rural Freemen, it’s possible that you’ll get a spectrum of classes. Some PCs will have to be subservient and deferential to others. To me, this sounds cool, rich with roleplaying possibilities, but all the players will have to be on board. Such a game will be an experiment in exploring a unique, collective narrative, not escapist heroism (at least not for some).

Step 3: Divine the Birth Omens

Now I get to make my first roll. Looks like I’m Neutrally Aspected, the most likely result (a d100 roll of 16-85). If I were Well or Poorly Aspected, I would be supported by either Good or Evil supernatural forces that would affect my Magickal (yep, I “spelled” that right) affinities. Depending on either Aspect, my character would lose or gain 10 PC (Player Character) points, respectively.

Looking ahead, though, and having elected the random generation method, I see that PC points will not be tracked during character creation. All PC point values are for point-buy generation exclusively. Also, in case it wasn’t clear earlier, once Random selection is decided upon, all possible rolls will be random.  The other options are point-buy and default selections.

Step 4: Determine Personal Attributes 

This gets interesting. For Attributes I roll 2d10 eleven times and record the results, discarding the lowest two values. Then I assign them, by choice, to my nine Attributes. If I were doing the point-buy system, for the Human character I have selected there are Minimum and Maximum scores of 02 and 20 (for Historical campaigns), 22 (for Heroic campaigns) and 25 (for Super-heroic campaigns) respectively.

In the explanation of Attributes we get a first glimpse of C&S’s core mechanic. Each of these Attributes can be translated into a percentage roll. It’s a “roll under” system, so to test an Attribute I would roll 3d10 under its percentage score. Two of these tens determine the percentile. The third is the Critical Die, with a 1 denoting a Critical Failure (if the percentile test failed) and a 10 being a Crirical Success (if the percentile test succeeded). Precisely what these Critical results might mean will be detailed later in the rules.

Here are my rolls: 18, 16, 14, 10, 9, 8, 12, 12, 11, 17, 9.

Regardless of the choices to come, I’m beginning to imagine a Knight with a strong leaning towards the priestly crafts. As with most games, Appearance appears to be an attractive dump stat. We shall see if ever I learn to rue this choice.

Note: The nine Attributes are interesting to me. For almost a year I ran Le 7eme Cercle’s/Cubicle 7’s Northern culture game Yggdrasill, which organized Attributes into nine designations under the three macro-stats Mind, Body and Soul. Outside of the consonance with Old Norse numerological symbolism, I still find this a neat formulation of a sentient, physical being. RM”s ten stats make sense to me because of its consonance with the decimal system, but I think they’re more than is needed for game utility.

It’s interesting that Attribute values are to be assigned before Social Class is resolved, another deterministic aspect of the game, I suppose.

Step 5a: Determine PC’s Social Class

I get to roll again!

As you can see, the point-buy method necessitates that the higher classes be purchased with PC points, whereas choosing the lowest classes award PC points. A random roll most likely will result in a Rural Freeman.

I roll an 81. I have landed a Landed Knight. Sweet!

Whether or not the historical accuracy of this game is in question, it is features like this result that make C&S simply a joy to read. Turning to the section on the Gentry, I learn that “[c]ontrary to modern popular opinion, not every manorial lord was a knight. Some English manorial lords even tried to avoid knighthood because they did not want the extra governmental responsibilities or the hazardous obligations of personal military service.”

As a Gentle, my character enjoys +3 Action Points and -1 DF to the Skills Courtly Love and Renown. Right now I’m not certain what these terms might mean, but I’m sure that they’ll be explained anon.

Also:

Basic Chivalric Training includes Riding, Riding a Warhorse, Mounted Combat, Cavalry Lance, 2 other Combat skills, Wearing Armour, plus Courtly Manners. He might also have Reading if the INT requirement is met (this is usually due to instruction by a Priest who notices the character’s promise or at the orders of the Lord).

Step 5b: Determine Father’s Vocation and Social Status

It appears that, no matter what method of character creation is being used, the Father’s Vocation and Social Status always is rolled randomly. There is an individual table for each of the distinct Social Classes. This is in keeping with the rigid, hereditary caste system of feudal society.

I roll a 03. It appears, then, that my Father was a very minor Knight, with a feudal holding of 4 square miles. My Father’s status grants me, the PC, the Basic Chivalric Training package already described above, one more Combat Skill and a Social Status of 25 (undoubtedly to be better understood later).

Before I leave behind Part the First of C&S’s Character Creation, it appears that I have one more intriguing option as the offspring of a Landed Knight.

I shall have to mull over this.

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Adventuring We Shall Go – Experience

I have been planning this post for a while but the blog is so busy these days with so many new voices that I was having trouble finding a free day. I try and avoid two posts in a single day as every post should have its moment in the sun.

The caravan guard adventure that we did earlier in the year has been at the fore of my thoughts for the last week or so.

The events in that adventure can be boiled down to these:

  1. get supplies for the caravan
  2. defeat toll/highway robbers
  3. relieve town from disease
  4. save wagons from wolves
  5. goblin tower
  6. protect wagons from monks
  7. learn the truth about the monks
  8. defeat wagon guards
  9. defeat caravan captain
  10. defeat pirates
  11. restore artifact to monks

RMu experience is broken in to events. The personal events are going to vary but as this is intended to be a first adventure for the characters I think there will be lots of firsts. Personal awards should be within the 10-1,000exp range with about 100exp being typical, 100 is the top of the minor award range and the bottom of the moderate award range and I do not think a character is going to have any major personal events in their first adventure. I should have thought that an active player should be able to rack up 1,000 exp from personal events over this adventure.

I do not think there will be any campaign awards except for a single award for completing the adventure. That should come to 1,000xp each for surviving the adventure.

What we are left with is session events. The events in this adventure tend to be what I think of as moderate events. Moderate events have a price tag of 500-1000 exp each. There are ten such events in this adventure which should, on average come in at about 7,500 experience.

If we add on the personal and the campaign experience then we are looking at about 9,500 each. A generous GM would probably stretch that to the 10,000 needed to level up.

I think that this could easily stretch to three or possibly four sessions. I also think that leveling up after three or four sessions is about right.

Goal Setting

I have assumed that the characters are actually 1st level for this adventure and as such I have hobbled the monks somewhat. I have them a very high level of self preservation, injure one and two others will help the wounded monk from the battle field. This means that I can throw a veritable army of monks at the caravan but not kill the party unintentionally. I have also made them 1st level. If you have gone with a 2nd or 3rd level starting party they will have a serious power level advantage.

The goblins are 2nd level but they will be met during the day unless the characters decide to try and sneak past during the night. The goblin sensitivity to daylight in a big balancing factor. -25 is more than anyone will gain in a single level of advancement so it more than wipes out the 1 level advantage that the goblins have over starting characters.

Once the characters have joined forces with the monks they have the numerical advantage in all the future encounters.

I think aiming for 10,000exp per adventure is a good ball park figure for these starting adventures.

I am going to revisit each of the suggested adventures so far and see if they also hit the 9,000-10,000 exp figure.

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Chivalry & Sorcery: The First D100 System?

There is a quality to Rolemaster that encourages me to read about actual history, to research real weapon and armor use and fighting styles, to consider types of fortifications and siege engines and tactics, to explore large scale military deployment, naval warfare, resource management, battlefield maneuvers that encompass horse and various kinds of troops. If I’m occupied with a version of traditional D&D… not so much. In this latter case I’m more interested in the weird, wondrous and sometimes “gonzo” elements at play in its preferred fantasy milieu. The nuts and bolts of “real” probabilities are a less considered texture in its usual background.

Informed by my light reading about the origins of our hobby, I’d suggest that some early companies might likewise have recognized a liminal space between the quality of the inspirations informing early D&D (according to Gary Gygax’s Appendix N) and some of the more “realistic” considerations in determining mechanical probabilities for narrative resolution in rpgs. They consequently wrote into this space. As just a few examples, I submit Fantasy Games Unlimited’s Chivalry & Sorcery, Chaosium’s Runequest, and (later) our own beloved Rolemaster and Columbia Games’s Harn campaign setting and rules system Harnmaster. 

I admittedly cherrypick these examples for two reasons: unlike some other crunchy game systems (such as GURPS and the Hero System) they are specific to fantasy roleplaying, and they appear to recognize the granular benefits of expanding the d20 core mechanic of the Original Games into a d100. Both aspects of these games should be of interest to RM gamers as points of comparison and perhaps innovations from which we might steal for our own homebrewed systems.

So I’m joining Peter R in an exploration of competing d100 systems. Perhaps my survey will contain a more historical emphasis, as I journey back to 1977 to begin with Chivalry & Sorcery.

Well, maybe I’m not doing precisely that, because I’m choosing to read the 2000 edition of C&S, which is subtitled “The Rebirth.” The editors of this version, in their introduction, state that these rules have been streamlined and expanded, so I expect that, as a modern gamer, there might be more for me to learn here than in its inception—though reading original editions always is interesting from the perspective of them being artifacts of antiquity. Also, all three volumes (and more!) of the core game are entirely free on DriveThruRPG. Can’t beat that!

In Designers & Dragons: The 1970s, Shannon Appelcline claims that C&S’s creators hoped to sell the prototype-version of their product, called Chevalier, as an “advanced” form of Dungeons & Dragons. They planned to meet with Gary Gygax at GenCon.

However after watching Gary Gygax chew out a staff member, Simbalist decided that he didn’t like the “vibe” of TSR, and so he left without mentioning his game, and promptly ran into Scott Bizar, who proved to be interested in the game himself. After Backhaus and Simbalist spent about four months stripping D&D from the manuscript, Bizar published it as the first of FGU’s three big-name RPGs, Chivalry & Sorcery (1977). It was one of the first roleplaying books ever published as a single trade paperback, rather than as a hardcover or in a box.

But perhaps even more interesting to us as RM gamers is Appelcline’s description of C&S. It was complicated and “realistic”: “The game provided a very thorough simulation of medieval feudalism and the economics that underlay it.”*

I can’t resist quoting from Appelcline again. He contextualizes C&S so well.

Finally, C&S fairly dramatically took RPGs out of the dungeons when few others were doing so. This resulted in the need for actual plots, and allowed C&S gamemasters to tell real stories when most other gamemasters were still running glorified miniatures games. Of course, many of those plots involved raiding “places of mysteries,” hideouts, castles, and other locations that were dungeons in all but name.

I already have read with interest volume one, the Core Rules of Chivalry & Sorcery’s Rebirth. I intend to go back to the beginning of this book, which involves character creation, and explain and model the process to the best of my ability. Some features of the system are exciting, others puzzling, but I think they provide unique perspectives on my current d100 gaming. The next part in this series should appear soon.

*”Though Simbalist would later acknowledge that it wasn’t necessarily a simulation of real feudalism, the product felt truthful (and thorough) enough that it was nonetheless widely accepted as such.” Appelcline.

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Adventure Creation on the Fly: Richard J. LeBlanc, Jr.’s D30 Sandbox Companion

With Peter R writing so much about Level 1 adventures, I’ve been reflecting on how published scenarios aren’t often that usable for me. I’ve run them, at conventions and in my home game, but—particularly in my home game—I find myself needing to “reskin” them to such an extent that I might as well just write my own stuff. I’m sure most people also have experienced how homebrewed adventures run with fewer unexpected hitches. We write them, specifically for our own campaigns, sometimes on the very day of the session; we know where all the pieces are without having to refer to someone else’s pages.

What I don’t always have are adventure ideas, though, and over the years I’ve found myself relying almost wholly on adventure creators. I have a number of generators now. I have some favorites. All of them have varying strengths and ideal uses.

I also have been thinking of doing a series, reviewing and demonstrating my favorites, so it is almost serendipitous that, at my last session, two of my four gamers suddenly couldn’t make it. A big pot of chicken curry and a cranberry coffee cake in front of those in attendance, we faced the option of breaking out a board game or entertaining a side adventure. My players opted for a side adventure. Therefore I reached for a product that seems designed precisely for just this sort of on-the-fly occasion.

The publication is the D30 Sandbox Companion by Richard J. LeBlanc, Jr. Another notable and complementary tool is the D30 DM Companion. This latter is specific to dungeon use, so, because of the nature of most of my scenarios, I find myself using the Sandbox Companion a lot more.

This book is basically 56 pages of tables. I use a lot of these (particularly settlement generators and tavern name creators), and it begins with two charts for adventure creation.

These are not the tables I turn to when I have time to prepare, but they seem perfect in a pinch. So, while my gamers ate curry and chatted, I rolled a d30 (no, I don’t own one; I make do with a d6 and a d10) ten times on ten different columns.

As with most generators, one doesn’t have to make all of the rolls nor stick to the results. The tables are designed to generate ideas, and often a result can suggest a seemingly unintended consideration. My imagination approached every result from the context of my ongoing campaign (this night was the second session of my new Against the Darkmaster campaign). The PCs currently were mid-journey in a prodigious, warm-weather forest.

Here are my results:

Next, of course, is the process of listening to your imagination and synthesizing these components. The adventure that revealed itself to me (presented here, unfortunately, out of order with my results) is as follows:

Some tree-goblins (first encountered last session), serving the Darkmaster, have torched a Great Tree all the way through its roots by using persistent, incendiary chemicals, a nasty composition of the Darkmaster’s. They were instructed to do this because this gets the Darkmaster revenge on a magic-using Elf who recently escaped his dungeons. The Elf’s imprisonment deeply and irrevocably scarred the Elf’s inner vitality; he needs the strength of Root and Stone to carry on, so he bonded his essence with an Awakened Tree friend named Heavenbough, the one that now is burned (and only just alive by the time the PCs arrive for the Animist to cast Speak with Plants). This setup makes itself known to the PCs, who have been traveling through the wood, when two (the ones whose players were absent) seem unaccountably and deeply damaged and incapacitated after a short rest. The conscious PCs likewise become aware of their own vitalities being magically sapped. They need to discover the Elf, who is sleeping in a cave and surrounded by glowing magic crystals. They need to give this insensate magic-user a potion to break his connection with Heavenbough, because now his latent, necromantic powers as inculcated within him by the Darkmaster, are sapping the life forces of humanoid creatures in the area in an unconscious attempt to heal his own inner wounds.

How did it go? I think it went fantastically, and now we have some new and interesting elements established within the campaign. As I said, normally I use much more intensive adventure generators, and I plan to introduce and demonstrate those as occasions arise for further adventure creation throughout my campaign.

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Two Pulps. Two Science Fiction Campaign Ideas

Against the Darkmaster inspired me to begin a survey of the fantasy fiction that has informed its rules, a project that quickly encompassed the most well-regarded, Tolkienian secondary-world novels published during my lifetime. Perhaps the endeavor is too ambitious, particularly when I’m also committed to keeping up my reading of the classics (with an emphasis on those handsome omnibus editions published by the Library of America) and the two magazines Asimov’s Science Fiction and Analog Science Fiction and Fact.

On two (well, three) occasions now these last vestiges of traditional pulps have provided me with campaign ideas. The incident in parentheses is a situation in which a story in Analog gave me an idea for an R.E.H. Conan-themed adventure. The two non-parenthetical moments have been in keeping with the genre advertised on the magazine covers.

The first campaign would take place in Kristin Kathryn Rusch’s Diving Universe. This milieu is detailed in short stories and novels that have been published—and are continuing to be published—in Asimov’s. I can’t recall the precise story that struck the gaming aspect of my imagination—I think it might be The Runabout—but it deals with a specific feature of her work. In the story I have in mind, she details a kind of null-Space, a dimension also sometimes called the Boneyard because it contains drifting hulks of spacecraft that have vanished from remote regions, times and intelligences throughout the regular universe into this enigmatic and weird dimension. Salvagers “dive” into this space, often on a ticking clock; some ships never leave the Boneyard, or at least not into their usual timelines, and every moment spent in the Boneyard, for some reason, increases the likelihood of a complication. The Rusch story I’m thinking of details spacers breaking into a dead craft, creeping through various rooms in which are found weird and puzzling wonders. It occurred to me that, hey, this is a dungeon! And shortly after this insight, I thought: hey, this is a campaign!

I tend to respect science fiction more than I do fantasy. This might be because I believe (perhaps inaccurately) that I could write some passable fantasy but not science fiction. I’m not very good at science. Myths, on average, are more understandable to me than what is “real.” So, what I can’t do myself strikes me, when demonstrated by others, as admirable. I suppose it’s for similar reasons that, though I want to run a science fiction campaign sometime, the idea of doing so—and interesting my gamers in it—is intimidating.

Yes, I have run Star Wars, in my youth the d6 version and not too long ago one short campaign of Fantasy Flight’s take, but I maintain that Star Wars is not science fiction. It might look like science fiction. But lightsabers are just swords, blasters are pistols, Jedi are knights (or more accurately, I have heard, Shaolin monks), and starships in hyperspace are just so many automobiles on a highway. Star Wars has more in common with make-believe and thus mostly is in my comfort zone.

In my mind now are questions. What about Star Trek? Firefly? BSG? I think my answer must be that the importance of the science—and now let’s dive right into science fiction gaming—is contingent on a shared level of scientific cognizance at the table.

First, all present must have a shared knowledge of the scientific parameters of the game experience. In our simulation, is there such a thing as FTL travel? Well, it’s probably fantasy then. Is terraforming possible? How likely is it there will be alien intelligences? How different must be their biochemical processes? Is communication with such creatures even possible? All this is important because gamers might have an in-game idea that relies on—and should rely on—actual science. Unless the experience just makes use of a scientific veneer (in which case, again, it is fantasy), that’s kind of the point of the attraction in the first place. Often GMs receive advice on how to deal with players who know the game better than they do. In this case a GM might be faced with a player who knows reality better than he or she does. I can imagine a gamer using an astrophysical calculation to use a gravity well to achieve escape velocity from a star system. With my limited knowledge (and ask my players how good my math skills are!), I wouldn’t know how to referee that.*

Second, the table must establish the extent of in-game scientific capability. Nano-tech changes a game experience entirely. I’ve read stories wherein robots the size of quantum particles can make quite literally anything happen. At this point we again might as well be back in fantasy, in a Vancian universe, following Arthur C. Clarke’s famous dictum.

Before the advice comes forth—and I welcome it, of course—let me express that I know that these are not insurmountable problems. One more thought gives me the greatest pause: the Universe—even a single star system—is Big. I tend to run sandbox play, and I have difficulty seeing one planet in a system—even if it has just one inhabitable outpost on that planet—as a single adventure location. I feel the need to develop that thing, in which case it takes on the dimensions of a usual fantasy rpg sandbox. The Expanse television show and novels—which I understand was originally conceived of as an rpg setting—make sense to me: confine the PCs to a manageable star system (in this case, our own—even simpler!). For me, though, even this might be too much. So, to return to my inspirations…

Rusch’s Diving setup appears so workable for gaming because 1. The ship is the “village.” 2. The PCs leave the village to explore interesting “dungeons” and navigate them out of the Boneyard. 3. The incentive for adventure is salvage, probably to equip and ultimately to pay off a debt on the PCs’ starship (a popular sci-fi rpg motif). Once all this is done, maybe I’d be comfortable allowing my PCs to fly off to where no one has gone before.

Just today I read in the current Analog another genius campaign setup. Approaching the plot of “Applied Linguistics” in game terms, it’s almost as if Auston Habershaw developed a story around a Gray Ooze of D&D fame learning a language and innovating a next step in its own evolution. It’s a genius tale on its own merits, but it’s also rich in campaign ideas. The action takes place on a prison planet. The “jail” is host to a number of aliens and factions competing for resources, most of which are rations or new prisoners that crash down in pods sent there by the space authorities. Yes, at first it looks like a prison-break setup (and I tend to avoid these), but, in this case, the PCs are totally at liberty—outside of not being able to leave the planet, of course. I would encourage bizarre PC alien creation, and the campaign most likely would entail survival and faction interaction. In the end, the PCs might find a way off planet, perhaps about when I’m prepared to explore the next part of the universe.

How likely is it that I’ll actually run either of these ideas? Not very. I think it’s no accident that traditional high fantasy or Sword & Sorcery appears to be the most popular genre for roleplaying games. The core mechanic of any FRPG seeks to simulate “reality” in the way that most of us can understand it. Added to this shared perspective is magic and the supernatural. Concern for the actual physical “laws” of reality is minimal. If gamers seek to emulate or simulate the next great paradigm, they’re entering forbidding territory indeed. One of my most favorite observations about the cosmos (first encountered by me in Janna Levin’s How the Universe Got Its Spots) should give us pause outside of gaming considerations: “Not only is the universe stranger than we think, it is stranger than we can think.” The quotation I’m using here credits Werner Heisenberg.

*Of course, with Spacemaster or the like, I need only lean on the PC’s Astrophysics Skill. See, I learned something! 😁

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An RMu Adventure Path?

One of the criteria I set myself for my starting adventures for RMu was that the creatures had to exist in all versions of RM, right from RM2 to RMu.

Once you take into account that I writing for 1st to 5th level, this has lead to a rather refined list of available monsters.

The most commonly occuring have been goblins; the lowest levels of undead, Skeletons to Ghouls and surprisingly Demons.

I have used the lowest level Man-Demon, the Hothrog in ‘A Murder of Crows’ and the lowest level Elf-Demon in the last outline, the dungeon crawl.

Constantly at the back of my mind is City of Forgotten Heroes. The keystone of that adventure is a magical throne that corrupts those that sit upon it into becoming a necromantic tyrant.

I bet you can see where I am going with this….

Who or why would anyone ever make a magical throne that creates necromantic tyrants, they are only going to be trouble.

The answer is probably some kind of chaotic Demon who can just light the blue touch paper and retire.

I made CoFH scalable so characters of pretty much any level could attempt it.

What I am thinking is a Man-Demon vs Elf Demon rivalry or even war brewing. The temple adventure I outlined last week becomes one side trying to create a foothold in the mortal world. A probing attack. The tower in A Murder of Crows is the same thing but the other side.

These could be two early steps on an adventure path that has the backdrop of two demon princes waging a personal war. There are Elf and Man Demons at 2nd, 4th, 6th/7th and 11th/12th levels and then the big bad boy is the Celebdel a 20th level Elf Demon.

I have never read an adventure path but I can see the characters gaining a reputation as demon slayers and a linked set of adventures against increasingly dangerous foes.

If we have a region of the world that is succumbing to demonic invasion we can challenge the characters with both increasing numbers of lower level demons as well as increasingly more dangerous demons. As this is a regional threat, just a spat between rivals, it could be dropped into anyone’s campaign and it will not spell the end of the world. As the threat starts as a minor and unrecognised threat that would explain why inexperienced PCs end up dealing with it. As their experience grows as does their reputation for demon slaying so they naturally become the ‘go to’ group of adventurers.

One of the entry points for CoFH was that there was a body of elves that would sponsor the party in some way. At that point it was because it was essential that the characters had some sort of magical weapons as the adventure only used non-corporeal undead.

Now we would have that group of elves as an organisation that has an awareness of powershifts in the Elven demonology. We could even have a bias. Is CoFH a result of Man-Demon manipulations so the Elven elements want it disrupted and the elves their to serve their Elf Demon dark lord?

Is the cursed throne sought by the Elf Demon for his or her own schemes?

Right now I have four dots that I could put in a line, the temple, the tower, the elves and the city.

I know there is an official group of volunteers trying to put together an adventure path. I am not part of that group. I lack the Shadow World knowledge. I also do not know how active that project is or its scope.

I can see the cumulation of this idea being a showdown with a Moloch complete with demonic lieutenants. That is a 35th level end of level boss, maybe with a number of 20th level demons equal in number to the number of party members. That is a tough confrontation against virtual demigods.

What are the odds of a party of 20th level PCs surviving their own number of 20th level foes with a 35th level overlord?

How big would I have to make this thing?

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Is Grace even a skill?

Back from vacation! I was able to (mostly) keep up with the torrent of new blog topics, and I have lots of comments and thoughts. Today I wanted to jump into a hot topic over at the Forums. There has been an active topic about overcasting, the use of the Grace “Magical Expertise” skill and the parameters in which it should work.

BTW, if you haven’t read this blog post I put up a few years ago, I would recommend reading this first:

Like “Transcend Armor”, “Grace” is a work-around for a basic rule restriction: casting spells faster than allowed or casting higher level spells than allowed. Basically it’s a cheat code that is being encoded into the RMU DNA as a core rule mechanic. However, unlike combat expertise skills that could be argued have a fundamental mechanic that allows for improvement (like reverse strike), what exactly is “Grace”? How do you train in it? Is it a physical skill of hand movements, arms gestures or similar? Is it “zen” mental training? What does training entail? Squeeze stress balls? Finger puppets? Kegel exercises? Can a PC take skill in Grace even if they don’t have a spell list? How do you justify that?

Playtesting has resulted in feedback that Grace is too powerful and suggestions have been offered: limit Grace to base lists only, limit it to specific spells, apply the skill to only 2 lists. Other suggestions propose adjusting both Grace and Spellcasting rules in general–sort of a “balancing of the scales”. To me this is even more problematic–it creates a binary mechanic (Grace and SCR)whose only purpose is to justify the need for the Grace skill.

Clearly, the issues around overcasting and speedcasting can and should be dealt with in the base casting rules. Grace is a excessive and unneeded skill which should be eliminated. I think it’s unlikely to be removed; it’s embedded in the collective designer consciousness and it would reduce magical expertise category to just Transcend Armor (another pointless and stupid “skill”).

Thoughts?

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