The Monster Wiki

This morning the monster wiki was born.

So right now there are only about four or five monsters in there. I have two dozen more to add just to bring it up to date with the monsters I have converted over so far.

I also need to organise the navigation to make them findable. I need category pages and links to individual monsters. The basic site search will find them but as you can imagine searching for Orc will find a lot of pages not just the monster description.

In theory anyone who is logged into the blog should be able to edit any monster, add any monster and so on. If you want player races then get stuck in! Over this weekend I will try and bring this up to date with the monsters I have so far. Having said that I am away this weekend so progress could be limited! If anyone has any thoughts then fire away. I will do anything and everything to make this as useful as possible.

The most important thing to keep in mind is that none of us own these monsters, they are a gift to the RM community and free for anyone and everyone to use.

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Diversity vs. Playability: Skills in Rolemaster

Today I’m looking at the ‘problem’ of skills in RM: consolidated skills (of which RMFRP is the paradigmatic version, and which appears to be a certainty in the new version, although with far less skills) or individual skills, each with their own development cost, as was the case in RM2. Let me nail my flag to the mast: I am rather more in favour of individual skill costs, primarily for the tremendous variety and granularity they offer. You simply can’t get that under the skill category system (although the RMFRP rules do allow a certain amount of tweaking, and my rather freewheeling interpretation of the talent rules enabled more).

Further to this is the issue of the dreaded skill bloat. It seems that many folks object – quite reasonably, I feel – to the tremendous explosion in increasingly fine-grained skills introduced by the RM2 companions (and carried over to RMFRP, although restrained and managed by the category system). I understand the objections: if you have, say, 300 skills and 50 professions, that’s a lot of trawling through tables in order to generate a character, and a lot of skills to study up on, in order to decide whether your Burglar is better off taking Defensive Manoeuvre, Feinting or Tumbling Attack, or just ignoring it all and retiring to a farm after buying ranks in Horticulture, Herding, Animal Handling, Animal Healing and Weather-watching.

I only wanted to play Rolemaster!

But, and here’s the thing, I love having that range of options – ridiculous though that may seem – simply because of the ways in which, as a GM, I can fine-tune races, cultures, professions and NPCs. I can understand how you might justify having a Prepare Herbs, Herb Lore and Using Prepared Herbs skill, or a Using/Removing Poison, Poison Perception and Poison Lore skill. I can imagine a rough-and-ready soldier who knows nothing of herbs, but has grown used to applying unguents to wounds. I can equally imagine a scholarly-type who has learned a bit about poison but has never handled it – or even considered using it! That argument makes sense to me, although there is, conceivably, a limit beyond which realism need go.

There are ways of managing skill bloat without consolidating or eliminating skills. The last RM2 campaign I ran I divided skills into Core, Professional and Extra-Professional skills. Everyone, regardless of profession, race or whatever had instant and permanent access to the Core skills. Then, each profession had 25 professional skills to which they had access. All skills outside that group of Core + Professional were restricted, requiring the expenditure of Character Points (which accumulated as the character reached Prime Levels, of which more on another occasion).

I’m including a link to a table showing an example of what I did in my attempts to manage skill bloat whilst maintaining breadth and diversity. This is the RM2 Hunter from the Arms Companion. I’ve not included the development point costs for copyright reasons, but the table is hopefully sufficient to demonstrate the idea. The listed skills show those available to the Hunter at level 1. They can’t consider new skills until reaching their next Prime Level (i.e. level 3). At each Prime Level, a character gains Character Points equivalent to 3 + the modifier derived from their Prime Statistic (the first appearing of their Prime Requisites, in this case Quickness), as if it were a Power Point stat, rounded down. (For example, if Bhorg the Hunter has a Qu stat of 95, he’d gain an extra 2 Character Points, giving him 5 in total. Bhorg could then spend his Character Points unlocking access to an Extra-Professional skill, or buying talents, or saving them for later).

I thought it a reasonably elegant solution, although like all my solutions, it generated a fair amount of work to get it up and running. I’d be interested in your thoughts on possible futures for this approach, any problems you locate and any possible fixes.

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Rolemaster Races & Monsters: Friends or Foes?

I’m curious and interested about exploring niches of Rolemaster and fantasy RPG’s in a novel way–subverting tropes, high level adventures, monsters as PC’s, eliminating the Profession system etc. In my last blog I discussed some one-off adventures I’m working on that consists of a party of “monsters” and both Peter and I have written blogs about certain creatures being classified as a Race or Monster. All of this touches upon whether various creatures or traditional monsters would make good PC’s–a subject I’m looking forward to exploring much like I’m doing with 50th lvl characters.

But these questions ignore the broader issue–why are certain races and creatures “Monsters” or adversaries to begin with? Should PC appropriate races be determined by a race’s intrinsic morality? Does RMU’s creature creation system open the door for any creature (assuming a base level of  intelligence) to be played as a PC? Assigning levels, special abilities and skills to creatures draws them into the Character Law system–why not open the door a bit wider for PCs–not just more traditional races, but “monsters” as well?

 

Perhaps the residue of Gygaxian Naturalism reinforces our views that monsters reside outside the natural world and setting. Without a childhood, ecosystem, culture and hopes and dreams these monsters lack the foundations of “Personhood”–they are merely there to be obstacle to the players. But what if that weren’t the case? Perhaps your game world would be like the cantina setting in ANH or TFA–filled with an endless variety of races, creatures and monsters anthropomorphized for the purposes of a working game narrative. Perhaps “monsters” aren’t inherently evil, but motivated by the same self-interest and beliefs that direct us all.

 

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Remarkable bird, the Norwegian Blue

I sometimes worry that with all the deconstructions and house ruling that we can end up not supporting Rolemaster but character assassinating it.

I also worry a bit about the fact that we all agreed to a non disclosure agreement to not discuss RMU publicly and now that is very much what we do.

I have also been up since 4am and I am not feeling particularly mentally scintillating right now so I want to point out something that may or may not have happened, not with a bang but with a bit of an under the radar whimper.

Way back when, many moons ago, BriH suggested 50 in 50 we tossed a few emails about and someone suggested that things like new monsters, new spells and new magic items were one of the things they always liked about the original D&D modules.

So when I wrote one of my contributions to the 50 in 50 adventures I create a new monster. I then promptly forgot about the monster and moved on.

The point of making the monster was that it would be my intellectual property, not ICE’s. Therefore I was perfectly entitled to publish its stats as long as we skirted around the fact that it was a Rolemaster adventure.

Well, on Saturday, when Azukail Games, published Where Eagles Dare I believe they published the first ‘free’ monster, that is free as in speech not free as in beer. As it happens I have written and published other RM adventures with more monsters in the Fanzine between writing Eagles and now but that is not the point.

Monsters, monsters everywhere!

I have had another one of my thoughts. I have a set of conversion rules I have created for getting from D&D 5e to a sort of generic RM, based upon the starting characters I was sent. It was suggested that the monsters would be better if they had skills and I think that is probably right. It was also suggested that giving monsters professions would be good. I think that is probably would be good as well.

So, what I was thinking was  this. I am going to install a wiki plugin for the blog. I will then create a page for every monster I have created so far and continue to do so for all future monsters.

The advantage of the wiki is that if for example you think a monster should have Ambush as a skill then you can edit the monster yourself and add the skill. From that moment on everyone can then see that skill. Furthermore, for skills that work significantly differently such as expertise in RMU vs skills in RM2 for example, you can add a modification to a monster and mark it as for a particular version.

Also, if I have created one or two basic versions of a monster but you want a shaman, that I haven’t created then you can add yours as either an additional monster or add it on to the bottom of the monsters page.

If anyone wants to use these monsters in their own adventures they can then link directly to the monsters page. This way they always get the most up to date version.

Another advantage is with magic and innate spell lists. So far I have listed genuine RM spell lists but anyone can go back over the monsters and reference the BASiL list that best fits.

This new monster section will appear on the menu navigation some time this week and I will start adding in the monsters.As with most wikis you will be able to see the change history and previous versions should you have to.

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Is Arms Law Broken?

The only things that RM really has that no other system comes close to is Arms Law with its descriptive criticals and black humour. Everything else is pretty run of the mill, the skills are the same skills found in just about every rpg, stats are stats. The spells are for the most part just reworkings of standard fantasy fare. The only stand out feature is the combat system.

But Arms Law doesn’t work and really has never really worked. How many times have you had someone stood behind a wall get hit in the leg? Why can you never shoot a dragon in the wing? Ignoring Size rules for a second why does a glancing blow from  the jaws of a Tyrannosaurus Rex do the same damage as a glancing  blow from a mouse? The promise or the premise was that to hot and damage were combined so a good hit did more damage than a hit that barely succeeded but you can roll a 1000+ with an open ended roll followed by a poor critical and do no more damage than a mediocre roll followed by a decent critical. In fact a roll totalling 150 is identical to a roll totalling 1000+ unless you start adding in optional or house rules. The promise of the better the attack roll the greater the damage doesn’t really work.

The criticals are supposed to add flavour and a gritty realism to combat but if the text refers to a body part that is impossible to hit, due to cover or doesn’t exist it just makes more work for the GM to translate the critical text into something viable.

I don’t think one can really call 10th level ‘high level’ in a game where there is an explicit range of 1st to 50th but a combat centric character can easily have an OB up around the +150 by 10th to 15th level with 20-30 ranks, plus a stat bonus, level bonus and superior weapon. So as long as you can roll more than the targets DB you will max out the table almost every single time.

Then there are the criticals against super large creatures. The whole idea of weapon specific damage does out the window at that point and everything from martial arts to crossbows do exactly the same damage effects.

Then we get to tiny through to huge attacks and rank one to four in martial arts. The idea of damage caps work for maximum damage but not for minimums, mice can out bite dragons.

One of the things that people asked for was attack tables that went over the 150 cap. The 175 cap really did nothing to solve the problem that caused the complaint in the first place. If anything the fact that RMU kicks off play at 3rd level makes the problem worse as characters will have table busting OBs sooner. The RMU solution is DB inflation with actively-passive-running-footworky-shieldy-dodgy-parryingmajiggy.

Arms Law does not work but we put up with it like an old dog that smells like a damp rug and farts constantly, because we love it and we could not imagine living without it.

The size rules attempted to  solve the problem of an identical final attack roll from a mouse and a dragon bite doing the same damage, while removing the damage caps. This is the only thing that the size rules did well. If we use the compound tables with a bulk of the most common sizes all one table then you get a sticking plaster that functions in this particular instance.

The flaw is in the core Arms Law mechanic.

Roll the dice + skill + mods – DB -> look up the result, roll critical (if any).

This has never changed and is the core problem.

I am not suggesting this as a fully thought out solution, I am writing it on the hoof but…

If you took the bit that says +mods and moved it so that you get…

Roll the dice + skill – DB -> look up result, roll the critical (if any) + mods.

I have cheated a bit there as things like cover and magic and being stunned would effect DB but that is not what I want to focus on.

By adjusting the critical for size, something like +/-10 for each size step difference may work. Rearrange the results so the lowest critical results are feet and shins and the highest are shoulders, neck and head and you have a result that mice would be really pushed to ever bite a giant above the knee and if a dragon takes a swipe at you it is unlikely to hit your foot.

One of the breaking 150 options was to add +1 to the critical roll for every 10 over 150. This would work perfectly well. Now rolling up in the multiple hundreds would make a difference. You would not be rolling 500+ and then getting a critical of 01 and no bonus.

You can scrap criticals A to E and just have 100 possible critical results on a linear scale, maybe 2% or 5% apart. Now all criticals can be open ended!

Size need not be the only critical mod. If DB is about hit or miss, that is where parry belongs. Shields on the other hand can be used to turn a blow away, thus adding to DB, or by putting the shield in the way thus protecting the person so that can be used as a critical mod.

Cover may not add to your DB but it could protect against criticals from 01-30 for a low wall or from 31-80 if you are stood behind a cart with your head and feet visible but the rest of your middle section hidden.

Weapons could come with a critical mod. You are highly unlikely to stab someone in the foot with a dagger as you would have to really reach down intentionally to do so. A battle axe though is probably more likely to do a wound to the lower half of the body, (I stand to be corrected there as I am just spieling off ideas as they come to me). I can imagine parrying an axe coming down at my head or shoulders but the momentum and follow though taking the axe head down to the legs or even feet. As long as the size mods out weighed the weapon adjustments you are still most likely to get stabbed by a hobbit in your leg or abdomen, not the neck or shoulder.

All of a sudden you don’t need the size based multiples and reading up or down a critical tables in multiples of +/-10 is much much easier to do on the fly.

We no longer need this forced size multiples such as charging adding +1 size, now that becomes a critical mod. You even get to finesse things by making charging a penalty to hit, after all you are running around, but a bonus to the critical.

You do not even need the attack table any more. The attack roll becomes a 101+ skill check. You can combine the damage that would have been on the table into the critical descriptions so the skill roll is little more than a pass/fail/fumble roll.

If you combine armour references into the criticals e.g. If foe has a helm then +12 hits, otherwise foe is stunned 3 rounds +22hits. You now can roll out location specific armour and armour by the piece. Imagine an electricity critical  ‘Strike to the upper arm, if foe has metal armour then it is fused into a single piece -20 to all actions using that arm +20 hits, stunned 2 rounds. If organic armour then armour is destroyed +10 hits else, +15hits and burning 1 hit/rnd.’

We can add in breakage so all attacks are two d100 rolls either attack/fumble, attack/breakage check or attack/critical. That is nice and consistent with every action being two rolls ALWAYS.

Another alternative is that you have a traditional attack table of sorts but scrap criticals A-E. You now rename the columns Legs, Arms, Abdomen, Torso, Neck/Head. This makes it relatively easy to do called shots, you take a penalty to hit but choose the column for the critical. Weapons tables skew the columns to match the sort of weapon. So knives and daggers that are unlikely to hit something out of arms reach, like the feet do more arm, abs and torso criticals. Cover exclude unreachable criticals and position shifts the column left or right so attacking from above is more likely to hit the head than the feet. In this system you could have a single page of additional  Krush, Puncture and Slash Criticals but with columns for Wing, Tail, Tentacle and Fin. If a beast doesn’t have legs then the GM can substitute the tail column, if there are no arms then you attack the fins. Another creature may be all tentacles, head, body tail.

Arms Law was probably conceived on a wet Wednesday afternoon are a particularly dissatisfying D&D combat. Since that time it has remained basically unchanged for going on 40 years and not one of its shortcomings have ever been addressed.

The ideal solution may well be a combination of all of the above or things I have not even dreamt of but the fiddling around the edges of RMU’s Arms Law is not the right solution and solves nothing.

 

Extending the maximum result to 175 compared to 150 does nothing especially if people walking around with a +285OB. The 175 cap is a drop in the ocean. The most powerful PC I ever had had an OB of +193. It was extremely unusual for me not to do an E critical on almost every round. I don’t thinking going to 175 would have changed that.

To round it off, I think Arms Law is the heart of Rolemaster and unless it is looked at really critically and made fit for purpose then all the tweaks in the world will just make it slower and more cumbersome and not solve the real problems.

 

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Rolemaster Unification: One Size Rule fits ALL!

For me, one of the great innovations in early RMU Betas was the new sizing/scaling rules. Of course, much of that rule was modified due to player feedback, but the core idea is still incredibly useful as a scaling and informational tool for the game. In it’s basic form, the size scaling allowed for damage adjustments between combatants of differing sizes. Player feedback argued that on the fly adjustments added to much work to the game flow, and subsequent RMU beta’s incorporated size differentials into the weapon charts. However, the size rules can be applied to more than melee attacks. What information does/can a Size impart:

  1. Toughness: A size difference implies that a larger target will take less damage from a smaller. However, a GM can also apply a size label to a creature that is different from their actual size to make them more tough and harder to damage. For example, a Steel Golem may be human sized, but for combat purposes be treated as Large or Very Large.
  2. Deadliness: Larger size opponents should do more damage to smaller targets relatively. But again, a GM can adjust size to model a unique deadliness or efficacy of a smaller creature to perform as if larger as in the example above.
  3. Geometry: Size labels can impart information about the general dimensions (DIMS) in relation to other objects. This allows the size rules to not only apply to beings, but to objects like vehicles, space ships, wagons, carts etc. This allows easier comparison of one object to another. For example, a Skyship to a flying Dragon.
  4. Capacity: Tying into geometry above, using the size rules to impart carrying capacity: weight allowance or # of passengers can impart useful game mechanics without further explanation. A medium rowboat could hold 1 human size passenger, a large tent could shelter 2 people, a very large cabin could hold 4-6 people.
  5. Weight: While size rules can bend and adjust to scale certain effects, it is also a placeholder for weight/mass. That can be useful in Ram/Butt/Crush results.

What mechanic can use the Size rules? Combatants and melee have already been changed in newer Beta rules, but that doesn’t mean the mechanical framework should be dismissed.

  1. Spells. Spells are often defined by range, AoE and a presumed default size. Should a massive dragon cast the same size firebolt as a 7th level magician? With size rules, it doesn’t matter–size is established via the Spells or the size rules. In addition, size rules can establish effective radii. A small fireball might have a radius of 5′ while a medium would have a 10′ radius.
  2. Traps. Looking through the old MERP modules it’s clear that traps were a prominent feature. Most traps deadliness were modified by 2 components: a + to hit and a multiple of damage. Both had to described. With size rules you can just scale traps up or down via size. Not only does that model efficacy but it sets size parameters as well. A “Small” 5′ wide pit trap isn’t going to be a very effective on a Huge Troll.
  3. Structures. As discussed above in capacity, the size rules can establish occupancy limits for huts, tents, lean-to’s, cabins, towers etc.
  4. Vehicles. Rolemaster is part of a wider genre ecosystem. Spaceship hull sizes can be quantified in the same way a Dragon, Kraken or other gigantic creature.

The great aspect to the size rules is that its incredibly easy to add  categories-especially if you don’t worry about qualitative labels. I use 10 sizes, I-X, just to make scaling calculations easy and direct. Is it possible to add more? Yes, it’s easy and “scalable”. Certainly, for Scifi or modern settings it might be helpful to expand the sizing: smaller categories for molecular/nano level objects and much larger to incorporate massive space stations or even planet size categories!

I’m not re-arguing the role of size scaling in combat–only recognizing the power of scaling efficacy as short-hand for the Rolemaster system to unify 5 varying aspects of a creature or object. As a GM I find it invaluable.

 

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My Experiences in RPG Self-Publishing – Part 3

Five Stars

This is Part 3 of an article series on self-publishing in the RPG industry. Also see Part 1 and Part 2.

Do Reviews Help or Hinder?

Five Stars
Freeimages.com

The effects of reviews on sales can be hard to quantify, especially when there isn’t a lot of consistency in sales in the first place. When sales are all over the place, it’s effectively impossible to determine whether a review has benefited or harmed them.

I recently had a couple of supplements given two star ratings – no reviews, just ratings. Personally, as both a publisher and customer, I find just a rating like that useless. As a publisher, I don’t know what the purchaser found wrong with the supplements, so can’t improve it. Similarly, as a customer, it really doesn’t help me decide whether or not to buy it. Maybe the rating had nothing to do with the product in question – I have actually seen that happen in reviews, so it could easily happen with ratings too. Maybe the purchaser simply didn’t like the colour! I have also had a two star written review, but that lacked enough detail to be really helpful to anyone as well.

Good reviews – Endzeitgeist.com writes incredibly detailed ones – help both as a publisher and a purchaser, as they go deeply into what’s good and bad about a supplement. I think a review, good or bad, from a known and trusted reviewer has the biggest chance of helping or harming sales. For other reviews, in my opinion I don’t think one good or bad review will make a huge difference, but half a dozen reviews would provide enough information that it could affect people’s decisions (those 2/5 ratings and reviews I mentioned haven’t stopped people buying the supplements in question). My current opinion would be that individual reviews don’t sway most people either way, unless it’s from a well-respected reviewer or an extremely detailed review highlighting any good or bad points. However, bad reviews could make a difference if there isn’t much preview of a product available (on the OneBookShelf sites you can give potential purchasers a full-size preview of part, or all, of what they would be getting – I consider this useful). Having a decent amount of content in a full size preview allows potential customers to see for themselves what the content is like.

The best-selling medals on the OBS sites also help as a customer, as they show that many others wanted to buy a supplement, whatever its rating might be. The medals start at Copper and go through Silver, Electrum, Gold and Platinum. The better the medal, the more copies have been sold of that supplement. Supplements do have to sell for money – even 1 cent – for a sale to qualify, and each site calculates them individually, so, for example, having enough combined sales on DriveThruRPG and RPGNow to reach a sales medal level will not grant one – the sales all need to be on one site. DriveThruRPG generally sells more copies than RPGNow.

I currently have, at the time of writing, 4 Silver and 15 Copper best-sellers on DriveThruRPG and two of the Silvers are also Copper on RPGNow. There are also quite a few supplements within 1-5 sales of Copper and a couple of Coppers that are getting similarly close to Silver. Electrum is probably still quite a few months off for the closest of the Silvers.

What Return to Expect?

Question MarkDon’t expect a brilliant return from your work, although it is possible to build up a company that works and pays a decent return (Mongoose Publishing managed it for example). RPGs are still a very niche market, and this is reflected in the money paid out. For example, the standard rate of pay for freelancers in the RPG industry is one cent per word, although some do pay higher. Paizo, probably the second largest publisher after Wizards of the Coast, pays a lot more and the independent Raging Swan Press, thanks to their Patreon campaign, also pays much higher – currently a substantial 11 cents per word for the latter, which appears to be the highest in the industry by far.

Having dealt with writing freelancers in other niches and specialities, 1 cent is really very poor for writing that often requires specialist technical knowledge, but the truth is, the market often cannot support anything more. Rates such as Raging Swan and Paizo are more of the exception than the rule, and most pay much less, because it simply isn’t possible for publishers to make a decent return on their money for higher amounts – and that can be stretching the definition of decent. There also isn’t that much work available at those rates, and they tend to be for tried and tested freelancers, not newbies.

So, if you are writing for your own publications, the lesson to take from this is to expect that it could take a couple of years – or more – before you see a decent return on the time you invested. Your initial return per hour spent will most likely be less than you’d make at McDonalds. The advantage is with this sort of work is that it keep earning once published. Sometimes you may never see a decent return, directly at least, from a publication. Indirectly, it might bring in customers who later buy other products or who might buy a fair few at the same time (I have had a few 50+ sales).

Dollar Sign
Morguefile

Currently, I’m netting around $2,500 a year from the OneBookShelf sites; I don’t yet have anything published anywhere else but that’s in the works. For me, if I was to take that out, that’s easily a month’s fixed living expenses (my living expenses are a lot lower than those of many others). Which isn’t bad for a fun hobby (I do spend more time on this than I should, from a financial point of view anyway, because I enjoy it). Although supplements can take a while before they earn anything remotely close to a decent wage, the benefit is that, once written, they can keep earning money without further work. My income did decline a bit recently, having pretty steadily gone up, but that would appear to be due to the ranking algorithm change mentioned earlier in Sales & Marketing in Part 2 so I didn’t make as much money in the Cthulhu Mythos and Halloween sales this year as I did last. I do expect it to start going up again, as the average quality and price of each supplement published increases and as I get more supplements out there.

Due to the difficulty in making enough money to pay others in the RPG market, and the ease of entry, most small publishers (me included frankly, although I am working on it) don’t have a huge degree of professionalism, for areas outside the actual development and publishing of material – basically, areas outside those related to actually creating the text, or perhaps images. Better research and tracking, writing better copy on sites and improved marketing could all help boost sales. Should you lack skills in any area, consider teaming up with someone who has them, if they are interested. There are also some publishers – Fat Goblin Games is one example, with their ‘Imprints’ – who publish the work of other publishers through their own company, with the smaller publisher benefiting from the larger one’s customer base and expertise. What is expected from such a relationship by each party is no doubt variable.

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Land of the Basilisk

So this week I am on holiday in Basel, Switzerland. Now I don’t know which way around it went but either the basilisk is named after Basel or Basel is named after the monster.

This is a city that celebrates its monsters even the Munster (cathedral) has the basilisk front and centre.

The basilisk is just to the left of the main entrance.

In the town centre is a hole in the pavement and a plaque that says that if you look down and the basilisk sees you. Its sight will kill you. Which begs the question of where is the health and safety there then? I do wonder if my travel insurance would pay out, probably not if I had put myself in danger by looking for the basilisk.

Basel sits on a geological fault line and is prone to earthquakes. It is easy to imagine why the city could have grown up with the belief that there was a subterranean monster living under it.

Now I do like putting inspirations together and I woke up this morning with the outline of a Christmas adventure. Imagine a peaceful holiday scene in a provincial town. The townsfolk gather in the market place to sing songs of thanksgiving by candle light.

Then the ground starts to heave and convulse (rolling moving manoeuvres to remain standing) as masonry starts to fall from buildings (fall/crush attack table from 40′ up).

Panic ensues and people scatter just as the central temple beside the square explodes in a hail of stone and fire. As the dust clears, where the temple once stood is now a dragon slowly flexing its wings and most of its length still hidden in a great hole in the ground from which it emerged.

I am picturing a red scaled dragon wreathed in smoke and flame.

Your gift to the characters if of course instant hero status if they save the town and a bucket of experience if that is the way you roll.

Basel’s Basilisk

 

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Sunday Musings. Projects in the queue and the Monster Squad!

I hope everyone had a great Thanksgiving! (here in the USA).  We are winding down another year at Rolemasterblog so maybe Peter will do a “Year in Review”? We have lot’s of ongoing projects and some cool stuff planned for 2018. Personally, I have so many irons in the fire it’s feeling a bit overwhelming! I thought I would do a quick overview from my persective:

  1. Back in April we started a challenge to write 50 Adventures and publish them over 50 weeks. Now we are heading into our 5th week! These are short adventure hooks, place, ideas or small layouts you can drop into a campaign etc. You can find the latest HERE with links to the others already published.
  2. Legends of Shadow World (LoSW). Along with the 50 in 50, I decided I wanted to design a high level adventure for Rolemaster; both as a challenge and to really test the system and rules. Ultimately, I ended up with a 5 part tourney series using 40th to 50th lvl PC’s. The first Chapter can be found HERE, and the second chapter The Temples of Muartaar will be available shortly.
  3. BASiL. My rewrite of Spell Law has turned into a beast–I was fine tuning spell lists and ended up adding over 3 dozen more lists in the last few months. I think I am almost at 250 total spell lists with 25 or 30 that are Shadow World specific. The individual spell count is just over 6500 spells with a lot less duplication that the original Spell Law. My hope is to publish these under a generic d100 format: either by individual lists, groups or realm.
  4. The Book of the Pales. I have this 85% done, but started working on a few other things. I’m hoping some downtime over the holidays will let me finish this sooner. I’m enjoying this work–it greatly expands upon the Pales in Shadow World, establishes some rules for adventuring, adds new creatures and explains some underpinnings of the world to support assumptions in Summoning/Gate spells. Interestingly, this has led to a broadening of the work into the more alien, non-physical realms like the Outer Void.
  5. SWARM. I’m debating whether I should bother uploading my SWARM ruleset–either as alternative rules for RM or as a generic d100 book.  Rules are so arbitrary and every GM has their favorites, I’m not sure this would appealing to anyone and adventure content and new spell lists might be more useful than my  rules.
  6. LEGENDARY SERIES: Monster Squad! So my new project after LoSW is a series of adventures using a pre-generated group of…MONSTERS!!!! (btw: isn’t a monster just a point of view?) . A recent post on the forums HERE along with several posts Peter and I did has had me thinking about a adventure group made up of traditional “monsters”. I’ve always like to subvert tropes in my games, and the premise of flipping the players perspectives to that of traditional foes is very appealing. This follows with the recent tradition of a band of anti-heroes like Suicide Squad or League of Extraordinary Gentlemen.

The original Monster Squad would make for a great classic adventure–I’m going to write that and post it next October for Halloween. This would include:

  • Dracula (Vampire)
  • Mummy (Egyptian Pharaoh)
  • Creature from the Black Lagoon (Lizard or Merman)
  • Frankenstein (Flesh Golem)
  • Wolfman (Were Creature)

Unlike the movie, this adventure would have the creatures as pre-gen PC’s. I’ve got a great outline for an adventure that would be around 15th to 20th lvl and 3 ideas for plots and foes. What possible enemy or situation would force this group to band together…and save the WORLD?!!

A couple of ideas I’m tossing around for a Monster Squad set in Shadow World:

  • Demons. Erickson uses Demons as NPC’s in his Malazan series and in fact, has some chapters written from a Demon’s perspective. (he was magically wrenched from his farm and found himself in the middle of a battle)!!! I already discussed Neng, but how cool would it be to have a Pale III or IV as a PC?
  • Undead. Playing a vampire is obvious..and cool..but how about a Wraith or Lich?
  • Fey. I’ll write the adventures for Shadow World, so throwing in a Dryad or other Fey might be interesting.
  • Krylites. Insect humanoids! Electricity guns! yep that’s cool!!
  • Golem. I just finished the book Heart of Stone and used an Eog Golem in my LoSW adventures. I like the idea of a sentient construct as a PC. Flesh Golems are neat but how about one of stone, steel or enchanted alloy?

My last idea for the “LEGENDARY SERIES” is an adventure using holiday/fantasy creatures. This might be a great intro adventure for kids or just a fun version for Rolemaster Lite/d100. Something like this:

The goal is to create on-off adventures using famous characters to add some fun and accessibility to new players but using the gritty RM ruleset. Who wouldn’t want to “E” 66 Santa? Any suggestions for a cool Monster or character PC?

 

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My Experiences in RPG Self-Publishing – Part 2

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This is Part 2 of an article series on self publishing in the RPG industry. Also see Part 1 and Part 3.

Setting the Price

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Price is a tricky one. There is a temptation – which I fell into – of undercutting the competition, but in the long run, this really doesn’t help anyone. OneBookShelf (OBS) tend to say don’t sell for under $1 (although $0.99 can help sales and makes little realistic difference). If the supplement includes artwork, especially artwork which you are unlikely to be able to reuse but costs money to buy, this can mean that a higher selling price is necessary.

OneBookShelf also allows for Pay What You Want supplements, where the purchaser chooses what price they think the supplement is worth. I prefer doing this to out and out free. Naturally, the price most choose is nothing, but some may come back and then pay more than you would have priced the supplement for. Plus, these customers may also be added to your mailing list, a potential future source of income.

Some publishers offer most, or all, of their material for free. Often, this is because they have a Patreon campaign that generates the money in another way.

Where to Actually Sell

Question MarkThe OneBookShelf network is by far the biggest player in the niche. There is also the Paizo store, the Open Gaming Store and Warehouse 23 from Steve Jackson Games. Amazon, through Kindle and CreateSpace, is another. There are also other more specialised sites such as Fantasy Grounds and Roll20, which sell material for tabletop software systems, which tend to require knowledge of how to create or adapt material to these. Such content can also be sold through OBS as well. OBS do offer a 5% exclusivity bonus, if you only sell on their sites, but many of the bigger players cover multiple markets, so it’s likely that there’s a definite advantage to doing so, if you can. There are other print on demand publishers, such as Lulu too.

A final option is a store on your own site. Although this will likely give the highest percentage – after all, you won’t need to pay a percentage to another store’s owner – it can also be the trickiest to do.

Sales & Marketing

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SXC.HU

OBS has tracking codes, which they call source codes. These can be used to track where a sale came from (if the person creating a link used them; the codes you see in a marketing source report are not solely the ones you create yourself, but all relevant ones), although these do get overwritten when another is clicked.

My highest sales numbers come from the various OBS internal codes combined, especially from the front page and also purchased (these, being listed as FrontPage and also_purchased, are very easy to spot); however, over the past year OBS changed the ranking algorithm so that it ranks by money made from a supplement, not number of supplements sold. This generally benefits the bigger publishers – who tend to create more expensive products; smaller publishers who make the occasional pricey supplement also benefit – and OBS, who make more money from larger sales, but it’s not so good for the smaller publisher who has lots of pocket-money priced items. This was notable in the past couple of OBS sales, when products were selling in numbers of about a tenth of what they did in similar sales last year, because they were no longer at the top of the sales listings.

My next major source of sales is through emails to my mailing list through the OBS email system. I send out emails when new products are released, and I give discounts on some new releases, to keep people interested in subscribing to the list, and link to other products and sales as well if they are appropriate. I used to always send an email out at the start of a sale as well, but just prior to the Black Friday/Cyber Monday sale OBS essentially asked publishers not to do this, as they had already notified customers (although this was stated before the customers were actually notified). Not that surprising, because it wasn’t unknown to get a lot of emails from many different publishers, but telling my customers and potential customers about site sales always generated product sales, and a generic one by OBS does not have the same effect.

The footers on the OBS sites can be used to promote similar items, and this is probably the next largest source of combined sales. Not every product has a footer, as yet, but I add footers with other relevant products when I see some that are related.

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I also sell a few through my own site, although this doesn’t sell that many as yet; it probably pays for the domain name at best (the hosting is basically paid for elsewhere). The site needs more useful content in order to attract people who then might click through and purchase products.

The sales generated by social media are harder to quantify. I only know of one sale that came through social media, Facebook in its case, but that customer purchased about 50 products! Update: I have just started getting results from Pinterest after quite a few years of posting on the site. My pins have just started being reposted a lot (both my own supplements and reviews of other peoples) and this has resulted in an uptick in views and a number of definite sales.

Another area I have got a few sales from is ads in products themselves. I’ve added links to related products in the back of a few recent supplements, which can also fill up empty space! This has generated a few sales, but nothing significant as yet.

Probably the most important lesson to take from the source codes is to actually use them, every time you create a link.

Continued in Part 3

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