Seconds ticking away

Following on from my last post about movement and mounted combat I have been thinking about combat rounds.

There are three combat round lengths in the ICE world. RM2, Spacemaster and I guess RMSS use the 10 second round. RMU uses 5 second rounds and HARP uses a 2 second round.

If was obvious that the 10 second round didn’t work for modern day and Sci Fi. There is no way you can only squeeze  the trigger of a gun once every ten seconds. The fix was to introduce fire phase 1 and 2 into the standard RM2 phased combat round.

If everyone was using firearms, which was not unusual in modern settings then it left anyone who had to move wading through molasses. If you could not get from cover to cover in a single move then you would get ripped to pieces.

Splitting the round into two five second rounds does improve things slightly but there is always going to be a disparity between how long different tasks take. Picking a lock could be seen as a 10 second activity for a skilled thief but it becomes more of a stretch at 5 seconds and surely for the typical PC two seconds is not likely?

Is it better to have some actions take multiple rounds compared to some actions happening multiple times in a single round?

I think I am inclined to go for the very short round and things just take as long as they take. We are used to bows taking rounds to reload. I think those times are a little exaggerated in RM2/RMC but that is because they have been rounded to an easy number of whole rounds. I know that I can shoot five arrows in twenty seconds from a galloping horse and be on target. That does not marry up with one arrow every 2 rounds for a short bow in RM2. One arrow every two rounds in HARP is closer to my observed reality.

But lets ignore combat for a moment. A real dramatic plot device is the hero in action movies defusing the bomb with 3,2,1… seconds to go. If you are in combat time, the rest of the party are keeping the enemy at bay while you are defusing the bomb then ten second time chunks do not fit well with this staple of the action genre. If you treat bomb disposal as a static action you really want to avoid partial or near success as either of those leave you with having another go 10 seconds AFTER the bomb went off.

The more I think about this the more I think the 5 second round is not the right choice for RMU. 2 seconds is tried and tested in HARP and works without compaint. Sure it means rejigging spell casting, durations, movement and critical results (bleeding) but they are rebuilding all of RM anyway so now is the time to do it and not in a future companion as an optional rule.

What do you all think? 10, 5 or 2?

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How many skill rolls?

Or how many times can you roll the same skill in the same round?

In a recent forum post there was a reference to mounted combat. The horses were all fast moving, galloping around and their movement rates were huge, in the order of 400′ to 500′ a round.

This is partially a problem with 10 second combat rounds. If two combatants were in melee range at the end of round 1, eg the clash of lances in a joust then 10 seconds later they could be 900′ apart (500′ + 400′). Try using a battle map for that! I for one would need a bigger dining room table.

My suggestion was partially prompted by my recent reference to car wars in the #RPGaDAY posts. If you break the horses movement down into second by second movement over the round and only allow a single melee or ranged attack per round you can more easily manage the scale of the movement.

The problem then becomes that Player 1 sees an NPC wheel their horse off to the left so they change their direction to intercept cutting inside to take a shorter line, the NPC then bears to the right hoping to wrong foot the players horse. This is now much more exciting for everyone as they can move their horses strategically, Fred can try and lead an NPC on until he is right in Ernie’s path as Ernie lowers his lance and spurs his horse up into a final dash.

So when do you make the riding roll? If the players are making 10 strategic decisions about their horses movements which manoeuvre calls for the roll? How about perception rolls? If I am trying to shake you off my tail as you are closing do I need to make perception rolls to see you over my shoulder?

You could make one riding roll at the beginning of the round and have that effect the pace of your horse. On the other hand that does not reflect how your horse is handling. If you are not completely in balance with your horse it may ‘fall in’ or ‘fall out’ of a corner. Falling in is where on a corner the horse suddenly cuts in and across the corner rather than on a smooth arc around the bend. Falling out is rather like drifting a car, the horse is travelling both forward around the arc and stepping sideways at the same time. These are caused by the horse trying to step under the riders centre of gravity so if you lean a little too much one way or the other the horse tries to compensate for that. In a chase situation how the horse handles bends and corners can make a difference when trying to get away or make up ground. Flip that around and a poor riding roll should have a reflection on how the horse handles.

If I am making a single riding roll at the beginning of the round and I know I have made a poor roll I could choose to do only the simplest of manoeuvres in that round.

What if, on the other hand you played the mounted combat out second by second and allowed multiple riding and if necessary perception rolls at a strategic level?

This is where the car wars reference comes in. Each turn had a difficulty factor from D1 for a simple 15° turn to D7 for a bootlegger reverse. Each manoeuvre reduced your handling class by the D number and you then cross referenced your current handling class with your speed for the target number for you driving skill.

So you could let the players describe their planned moves and give each riding manoeuvre a difficulty using the regular RM difficulties, they make a skill roll each second but with an accumulating penalty. A highly skilled horse person could then lead a lesser skilled rider a merry dance or even put them well outside their comfort zone and outside their ability if they wanted to give chase or overhaul the other horse.

So in Car Wars terms:

Routine (+30) Turns up to 15° Drifting 5′ left or right
Easy (+ 20) Turns 16° to 30° Jumping a small log or obstacle
Light (+ 10) Turns 31° to 45° Drifting 10′ to left or to the right
Medium ( +/- 0) Turns 46° to 60° Jumping a medium log or obstacle
Hard (-10) Turns 61° to 75° Jumping a large log or obstacle
Very Hard (-20) Turns 76° to 90°
Extremely Hard (-30)
Sheer Folly (-50)
Absurd (-70)

So each manoeuvre moves you further and further down the table, so two routine moves would result in a light manoeuvre.

As Brian said recently, players love to roll the dice. So giving them more rolls in a round as they try to out race the enemy is not necessarily a bad thing. It does break the 10 second round though.

I also think it will cause havoc with the RMU action point economy. APs tend to imply an amount of time. A fast 2AP attack will normally take place before a full 4AP attack. That makes it seem like each AP is 1.25 seconds long.

So would you be prepared to try this style of mounted combat?

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RolemasterBlog Fanzine Issue #0005

So issue 5 is out on both RPGnow (http://www.rpgnow.com/product/220906/Rolemaster-Fanzine-Issue-0005) but more excitingly it is also on Kindle (https://www.amazon.co.uk/RolemasterBlog-Fanzine-September-2017-Issue-ebook/dp/B075D79LH7/)

I also hope that by the time you read this it is also in print on Amazon (https://www.amazon.co.uk/dp/1549678930)


I find the simple fact that anyone can write, publish and distribute a book now in virtually no time and at virtually no expense is very democratising.

This month I am trying to train myself to try and write 2,000-3,000 words a day on RPG related stuff. The fanzine is about 7,000 words but it also includes an adventure and a monster complete with stats. These take longer than just writing an essay or prose.

My guilty pleasure is the other game I have written, 3Deep, which is also available in print on both Amazon and RPGnow. I have both books on my bookshelf and I get a lot of pleasure just to pick them up and flick through them.

We have touched on something a few times recently and that is that you cannot truly divorce setting from rules. The rules exist to bring the setting to life. My game is billed as ‘generic’ and is sold without a setting. The fact that I am one of the ones who says that you need to have setting and rules in harmony how have I squared the circle?

My core rulebook is intended to be used with a setting companion. Each setting has its own companion that not only gives background and flavour for the GM wanting to play with that genre but any necessary rule tweaks. In this way the core magic system can be tweaked to create super powers for a Marvel style game or Mental abilities for Stranger Things.

So rather than being truly generic what I have built is something I conceive to be adaptive. The rules are only half the equation. Referring back to my challenge of writing 2k-3k words a day, my core rulebook is about 26,000 words in length but by the time you add in the obligatory tables and art that turns into an 80+ page rulebook.

3,000 words a day gives me about 20,000 words a week. I have nearly finalised my page layout style by begging, borrowing and stealing from the best looking books I have seen recently. So I theory I can write an entirely supplement in a week to ten days. Give me another week to edit it and another to do the page layout and I think I can publish a 60 to 80 page companion at a rate of one a month.

To make that even more impressive is the fact that I only really write this stuff while Mrs R is watching crap on TV. She rather likes period dramas such as Poldark, The Queen and Downton Abbey as well as Strictly Come Dancing. If you are not in the UK none of those may mean anything to you but the point is that I am just making use of time I would otherwise be wasting in front of the TV.

So far I have only hit the 3k target a couple of times but it is getting easier each day to get in the writing ‘zone’ and start getting productive. This week I wrote less but I did have to read a game for a review for a different blog.

I know that none of you care about my game or my insane desire to produce supplements but this does relate back to Rolemaster as well.

As long as we steer well clear of ICEs intellectual property we can, between us, produce non canon companions. ICE are not going to support RM2 any more but we could. Our 50 adventures are one such project. Brian has a  wealth of projects on the go from adventures to SWARM to BASiL and I even tried to tempt him with another cute acronym the other day, anyone fancy an alternative to Arms Law called BAAL?

So, in theory(!) if RMU turns out to still be one to two years away, and that is entirely possible. What bits of the companions did you find the most useful?

For me it was probably new open and closed base lists for the three realms and new base lists for the core professions.

What about you?

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Shadow World Adventures & The Power of the Vignette

 

Vignettes. These small story bits were originally used in the Iron Wind and have been a mainstay in subsequent Shadow World books.  I think the use of vignettes as journal entries, 1st person narratives, or book excerpts really breathes life into Shadow World. Glancing though the books you can see the start of Kalen and Jad that Terry spun into a full length book, The Loremaster Legacy.  Take this short narrative found in the Master Atlas p. 152:

Half a dozen men waited on the Haalkitaine dock holding mooring ropes, keeping the skyship Starwind from drifting. The Navigator Sulfean stood at the ships’ railing, staring into the sky.
“How soon before we can depart?” Randae asked the captain.
“Momentarily. I will not be rushed,” the tall Laan woman snapped, then turned to her first mate. He stood with another man at a windlass, one hand on a nearby lever. He nodded to her, tightening his grip.
Sulfean strode quickly to stand by Randae and the captain. “We must leave at once!”
On his usually expressionless face Randae thought he detected a faint betrayal of —uncertainty? Fear? Impossible.
Captain Nankara looked annoyed. “Navigators! He forgets who the captain is here,” she muttered. But a moment later a crewman called the ‘all ready’ from the rigging. Nankara rang the final ascent warning bell and braced herself at the wheel.

“Stage One!” She called out. The mate pulled the lever, then he and the other crewman began to slowly turn the windlass. The ship trembled as a system of pulleys and gears and chains controlled the unfolding of the Xenium plates towards the bottom of the Starwind’s hull. After two full turns they stopped. Meanwhile, Sulfean templed his fingers, obviously concentrating on a spell. A faint blue-violet aura danced along his hands. He thrust his palms out and forward, and translucent rays of light fanned outwards, splashing over the sails and the crew, and finally swirling around the ship like a huge, ethereal soap bubble. The Starwind creaked
and bobbed upward, rising perhaps twice a man’s height, then held steady by the mooring ropes.
“Stage Two!” Nankara’s voice cut through the night, and the first mate cranked the windlass around again, while crewmen extended the ventral sail spars and began to unfurl the mainsail.
Then the world ripped apart.
From the northwest came a flash of lurid green lightning. For an instant it turned the night to eerie day, illuminating everything in stark light and shadow. There followed utter silence and darkness for the space of perhaps three heartbeats, during which everyone was frozen in surprise — except Sulfean. He alone fully understood what that flash foretold, even as he felt his spell of Wind Mastery torn from his grasp. The Tall Elf braced himself and, turning towards the lightning, called upon the full
power of his Compass.
While not as knowledgeable in such matters as Sulfean, Randae had a pretty good idea of what was about to happen. He grabbed the nearest railing and shouted “Hold on!” At the same time, Nankara and her mate heard Sulfean’s urgent thought voiced in their heads: Drop the panels to Stage Five and come hard around to the west at once!
Next came deafening thunder, a sound so loud as to press against your very eardrums. The first mate released the windlass and the Starwind lunged upward and spun, tearing the mooring ropes from the dockmens’ hands.
And finally the wind: like a great hammer it smashed into the aft port side of the ship just as she was turning with it — and that is possibly what saved her from capsizing. Even so, her structure protested with awful creaks and groans and she pitched prow down and hard to starboard, lurching forward and earthward at a terrifying angle towards the docks.
Men on the rigging were tossed about like rag dolls — and one crewman was thrown from the foremast, falling towards certain death on the pier.
But Sulfean, bathed in a shimmering radiance, thrust his hands out and up, sending a surge of light out to engulf the plummeting ship. Then with one hand he reached forward as if to grasp something: a filament of light whipped out from his fingers to ensnare the tumbling crewman and stop his fall. Tto those on the ship the gale seemed to die away, while Starwind’s descent slowed and her bow came up.
Randae clutched the balustrade, wishing he could help but knowing that he dare not try magic in this storm; it could backfire and endanger the Navigator.
Slowly… slowly the ship leveled off and turned, encased in an iridescent sphere of Essænce. Sulfean drew the semiconscious crewman in and lowered him onto the deck, where his mates ran to help him. It was about that time the snow began, like a wall of white outside the sphere, yet only a few flakes drifted inside. Finally the Navigator relaxed a bit, shoulders slumping as the sphere around the Starwind dimmed to a phantom glimmer.

Randae approached him slowly. “That was spectacular.” He said softly. “Thank you.”
“Not as spectacular as my fee.” The corner of Sulfean’s mouth twitched just a bit. “But now that things are under control, I am a bit tired. I shall be in my cabin.” He pulled his black cloak over his shoulders and strode away.
From ShadowStorm, Part One

While it’s only a page long, the short scene allows Terry to provide quite a bit of information that GMs can use in their SW games:

  1. Visualization of the operation of a skyship and the docking system in Eidolon.
  2. The role of a Navigator.
  3. Insight into personalities/behaviors of key people (Navigator and Loremaster).
  4. Spell manifestations and Essaence eruptions.

While I’m not even close in writing skill, I like to follow Terry’s example of including vignettes to add atmosphere or exposition.So I’m finishing up the Book of the Pales, a GM guide for using the Pales in Shadow World. As a writing challenge, I wanted to create a scene that imparted information with the fewest words possible. Here is a bit from the Book of the Pales that touches upon the first Althan experiments into accessing other dimensions…

Log 1458.223. System Initiation.

Log 1469.190. All Systems Check

Log 1473.565. Zero Point Telemetry Confirmed.

Log 1538.329. Power Fluctuation Normal.

Log 1577.838. Door access. ID Check 581. Dr. Orwen D’Coste.

Log 1882.110. Door access. ID Check 275. Dr. Presam Dvora.

Log 2355.661. Quantum Foam Injection Confirmed.

Log 3202.992. Power Load Stable.

Log 3876.222. Quantum Brane Active.

Log 4789.830. Quantum Brane Penetration Detected.

Log 5391.312. Unknown Biology Detected.

Log 12435.439. ID 275 Terminated.

Log 1731.912. ID 581 Terminated.

Log 2123. 378. Emergency Quarantine Protocols Activated.

END

Physic Lab #13 Subroutine Monitoring Log.

I also use vignettes extensively in Priest-King of Shade. Here is a short passage that was inspired by Terry’s passage I cited above:

A cool wind whipped across the water churning up whitecaps, the vanguard of the fast approaching storm-front of menacing dark clouds and flickering lightning. The Navigator Turo Vekaram stood at the prow of the ship calmly studying his compass, but his unhurried movements did little to calm the fears of the crew and passengers. The ship was fast, but by now it was clear they would not outrun the storm. The navigator let out an almost imperceptible sigh, his normally implacable Dyari features revealed resignation…and perhaps a flicker of fear.

“I’m afraid there is little I can do now Captain, this storm appears to be an abnormally strong manifestation of the Essænce. I have neither the ability nor the power to save the ship–we are at the mercy of the Lords.”

The Captain paused, considering the Navigator’s assessment. Turning to his helmsman he began to relay his orders, “Steersman, four points….”

Suddenly, a shout erupted from one of the crew pointing towards the storm. The last few rays of sunlight pierced the roiling clouds, and glinted off a thousand dazzling points. The Navigator squinted, his brows furrowed in concentration as he tried to discern the source of the luminescence. One of the passengers screamed as the threat became clear. Hundreds, perhaps thousands, of crystalline insects were skimming over the water directly towards the ship….The Swarm had arrived.

Excerpt from the travel journal of Caylis Deveran

Nomikos Reference: Travel; Barrier Sea. Section 14.7

And here is one of my personal favorites I wrote quite a few years ago. Via this narrative scene, I wrapped up quite a few questions I wanted to answer in my own SW campaign: What happened to the Earthwardens? Where did the Dragonlords come from? Who is the Storm Wizard etc.

We stood silent; a circle of shadowed figures swathed in simple brown robes. Above us the ceiling of the vast cave soared into flickering darkness among the stalactites. The only light came from the coruscating glow of the vast pool in the center of our circle. Crude steps carved from the living rock led down to the edge of the churning Jewel Well: it’s power radiated out in waves that buffeted us like blasts from a forge.
At the top of the steps stood a solitary figure similarly garbed in plain brown. Jrek Okentu, leader of the remaining Earthwardens. Next to him  was a wide pedestal of black stone, the flat top adorned with rows of jagged crystals, each pulsing, as if in answer to the scintillating Essence Well.
“Brother and Sisters. For countless years we have labored as healers and guardians of this scarred planet. We have achieved much and left talismans to protect future generations, but it has been costly. We have lost many friends, and our time is ending. Most of our order has long departed this world, now, only us few remain. Should we stay, we would
continue to diminish, challenged by the remnants of our ancient brethren and the new powers that call Kulthea home. We gather here, our new birthplace, for our final act: a journey to become immortal guardians of Kulthea, imbued with its very Essænce”.
After a weighted silence, Jrek carefully selected one of the crystals and beckoned to the nearest robed figure. Stepping forward the chosen man shrugged off his robe and stood naked before Jrek and accepted the crystal.
“With this acceptance you are born anew. I name you Ssamis T’zang, Wind’s Fury”
The naked figure eyed the Well in trepidation for just a moment and then, gathering his will about him like armor, he
strode down into the bubbling pool, until his head finally disappeared below the surface. We knew not what to expect, and a humming of power washed over us all. Slowly, a shape rose out of the pool: higher, and higher it loomed over us. A long sinuous neck of iridescent scales glistened in the light, and a shadows spread out from the lithesome form. The creature’s wings unfurled, casting jagged shadows across us.

Dragon had been Born. One by one, each accepted a crystal and entered the Well to be reborn…emerging, growing, and spreading their wings….
Finally, when the last of the outer circle had passed, Jrek turned to look at us, the last remaining few. Gesturing to
the podium and the few remaining crystals that lay there he addressed us:
“For you, my closest, most trusted companions, I offer you these last remaining jewels. Long have I labored over their investiture, for you that stand so high in abilities and my esteem. With our ascendancy we ensure our stewardship of Kulthea, immortal guardians of the Essaence and one with the Flows.”
The first of us stepped forward, her robes slipping from her shoulders. She was a tall woman of black flowing hair and flawless alabaster skin bathed in the scintillating lights of the Jewel Well. She stood for a moment contemplating the crystals, and after a moment Jrek picked up a long slender crystal black in color. Light flickered and peering deep into
the shard she could discern a shadowy form of wing and claw.
Jrek dipped his head and handed her the crystal. “I name you Ulya Shek, Black Queen” he intoned, touching her forehead as he spoke. Then without even a backwards glance at us, she descended the steps into the coruscating pool.
One by one they stepped forward… each named in turn…
“…Drul Churk: Green Seer”
“…Vorig Kye: Silver Eye”
“…Oran Jatar: Ice Lord”
“…Sulthon NiShaang: Red Flame”
Finally only I remained. I stepped forward, pondering the cerulean crystal, it’s center swirled with a cloudy blue haze.
Picking up the crystal I felt the shock travel up my arm… though I was most pussiant, my knees almost buckled from the power. It’s power called to me, but I knew my mind and had made my decision. Jrek raised
his hand and began to speak.
“ I name you Riin Awduu “Sky Storm”
I shook my head.
“I must refuse this gift my brother.” I paused, carefully considering my next words. “ I fear this power will subsume us. We will be lost.”
Jrek beckoned me forth again.
Again I shook my head. “My path no longer lies with you.”
It was all I spoke, and I offered no further explanation. Jrek regarded me for some time, but he noted my resolve and his eyes saddened. He laid his hand upon my shoulder and spoke softly: “You know the path of ascendancy, and the caves of Ssoiayig Saer will lie open for you always. I wish you well.”
Stepping back he raised his own crystal, a shard of soft golden light. “I name myself Kydak Dûm, Sun Sword”.
With those final words he stepped into the Well. Suddenly I was beset with doubts and I turned quickly and left the caves alone, the blue crystal shard still held tightly in my hand.
The Ascendancy of the Earthwardens
Histories, as recorded by the The Storm Wizard

I don’t know if other settings use vignettes, but I think it gives Shadow World added depth and allows a writer to offer information in a more personal way.

Do you have a favorite vignette from any of the SW books?

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Setting or Unsettling?

Brian recently touched upon the need for Rolemaster to fully commit to Shadow World as its default setting. I am 100% behind this idea.

It is obvious from Brian’s deconstructions that as soon as you start to look critically as Spell Law that the amount of setting specific magic is far greater than one would have given credit for initially. This will always be most pronounced in the Channelling realm as gods have a big role to play in most fantasy settings. That then throws up the issue of why is a cleric of a fire god just as good at healing as a god of healing?

I think it was in Rolemaster Companion IV that they introduced deity specific base lists and I have been using them ever since. For most of my games I have not had a problem with Clerics being broken.

The first version of Spell Law that I used was the blue text with the naff handwritten font. I wasn’t comic sans but it was not far off. Apart from lay out improvements I don’t think Spell Law has changed much since that first edition and I think that may explain some of the problems.

Spell Law was intended as a drop in replacement for the AD&D magic system. I am playing Rolemaster in the Forgotten Realms which is an AD&D setting. My game is set after the time of troubles which gives me areas of wild magic which are not unlike esseance storms.

In AD&D all clerics could cast cure light wounds and at higher level finger of death and raise dead. They could commune with their god and they can turn the undead.

Rolemaster Clerics can cast all the closed healing lists, they can use absolution for the finger of death, life giving for raise dead and there is a whole list for communing and another for repulsing the undead.

RM Clerics are a perfect fit for AD&D Clerics. The fault lines that Brian experiences do not manifest in my games because Spell Law is written to fit the AD&D tropes.

This just goes to show that not only is Spell Law well over due a complete overhaul but BASiL is the way forward.

I don’t care if most people use Shadow World or not. If you set RM, and specifically RMU, to use Shadow World as the default setting, tie in all the rulebook examples to that setting, feature a starting adventure in the setting and describe magic against the Shadow World context then you will have a much richer product.

A significant number of GMs will create their own homebrew setting just as a significant number of 5e DMs create their own homebrew settings.

To all intents and purposes MERP is a homebrew setting these days. Yes, there are old books that are mostly compatible but there is nothing new and there never will be. It is as easy to convert from Cubicle 7’s One Ring or 5e Adventures in Middle Earth resources to RMU as it is to convert from the 1980s MERP region books.


I do not think you can divorce setting from rules once you start to look at magic and channelling magic most of all.

It is not only the magic system but the unique monsters and races that make the setting from a rules perspective. The companion I gave me all the AD&D races I needed but I still see questions on the ICE forums about Shadow World races.

With RMU it is going to be easy to create balanced races but I don’t think ICE customers buying ICE games to play in an ICE setting should have to make the things up themselves!

I don’t think I am a diva or over demanding or is joined up thinking too much to ask?

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Assorted Musings! Rolemasterblog, Rolemaster and random topics!

So I’m heading to Spain for some vaca time but wanted to get a few blogs scheduled to post while I’m gone or getting prepped. I still have some work to do on 50 in 50 adventures so I thought I would post misc. points for thought and/or discussion. In no particular order:

  1. Noble Games has a “cloth bound” edition of Spell Law for $195 and a “leather bound” edition for $95. I have the a copy of the leather bound Rolemaster book which has SL, CL, AL. Anybody remember these Spell Law products? Did ICE do leather or cloth bound versions of other products?
  2. Why/how is the BASiL Essence Pt 1 being downloaded at a ridiculous rate? As of Thursday its averaging 50 downloads/day. It’s hard to imagine RMBlog has tapped into a secret reservoir of RM players. Some sort of ‘bot’ doing this?
  3. In reference to a recent blog post on Summoning. Peter, the idea that summoning a creature means drawing a concept or consciousness from a alternate plain that then manifests in a physical form is a powerful concept. For me it raises some setting issues: in reverse, how can players visit these alternate plains? Do they DeManifest there physical form while visiting these plains and then reconstitute upon returning? (btw: read the Punch Escrow for some thoughts on this via a technological solution).
  4. Following up on #3, we are confronted with the setting driving the spell mechanics. Yes, once RM was a bolt-on for DnD, but those days are long gone. RM needs to pick a setting (Shadow World by default given the amount of existing material) and build the rules around the physical and meta-physical world described.
  5. New games are as much about the setting that they create, or imply, than the actual game mechanics. NO ONE is really choosing RM first and then selecting a non-conforming game environment, barring an experienced minority. The new reality is that rules and setting are synonymous. Based on some ‘googling’ many RM users initially adopted RM to play MERP. Since MERP is no longer an option, my advice is to put resources into a setting and then adjust a default rule set to support it. That’s what I have done with BASiL(Brian’s Alternate Spell Law) and SWARM (Shadow World Alternate Role Master). Much of what I did with those projects was to adjust RM to integrate with Terry’s SW. Shadow World sets meta-physics for magic and death, diverges from standard RM profession standards, incoporates hi-tech, connects with Space Master etc. My theory is that creating a great adventure setting drives rule adoption. I’m not sure continually rewriting rule sets (planned obsolescence) drives new customer growth.
  6. 50 in 50 is starting soon. Many of these are simple ideas than full fledged adventures, but I’m excited that RM Blog will be publishing real content.
  7. I’m even more excited for the RM Blog 50th level adventures.
  8. One profession that really struck me when I first started with RM was the Astrologer. It was quite different than the D&D tropes we left behind, and IIRC, city maps in the early MERP products had color keyed buildings for Astrologers. I’m not sure if Astrologers fit into the Tolkien world, but by integrating them into the world build, it inferred the profession with social context. Interesting.
  9. I’ve read a lot of good blog posts about waiving the need to roll dice for simple actions as well as simplifying rules to reduce dice rolls. I agree with the former but not the latter. Players like to roll dice! They are chomping at the bit to make rolls during combat! Is that just my group?
  10. After “50 in 50” and “5 of 50” I had a few other themed adventure challenges: “5 Adventures for Evil Groups”; “5 Grand Heist Adventures”, “5 at 50′, (underwater adventures)”.
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#RPGaDAY 29th, 30th and 31st

This is the last of the #RPGaDAY posts. My answers the 29th and 30th are pretty generic but skip down to the 31st for the best answer!

29th What has been the best-run RPG kickstarter you have backed?

I have never backed a kickstarter. I don’t think I would for an RPG either. I have nothing against kickstarter or RPGs but I just do not have the gaming group to buy games and play them. With my meagre collection of games I still don’t have time to play all of them so backing games just to get more games that will sit on a shelf and never be played does not make sense. If there was a decent RM based kickstarter then that would be a different case. I guess I am just not part of the kickstarter/crowdfunding sub-culture.

I have seen a lot of interesting things done with crowd funding. I also blog on Stargazer’s World and that is now patreon funded. The past time I look there were only three patreons paying $3/month. I think it is an interesting concept to pay bloggers to blog and one I think is a damn fine idea! Dyson Logos is patreon supported to produce his maps and that seems more successful running to hundreds of dollars per month.

Kickstarters though are just not may thing. What keeps coming up again and again is art. If you want to produce RPG publications be it rule books, companions or supplements then the one skill that almost all of us lack is artistic talent. This is where the expense is in producing professional looking material. This will come up again below in the answer to the 31st question!

30th What is an RPG genre mashup you would most like to see?

I have often done mashups, I mentioned my Doom/RM one off in a comment this week. I recently put my players into a classic night of the living dead scenario. I tend to think of these as really fun one offs rather than something I would like to play on a regular basis. I think the fun is in the shock or surprise value. Very soon either the joke wears off or gaps in the rules appear.  If you are playing something set in the wild west then you can build a very detailed representation of that genre. If you then try and stick space pirates in then it is harder to maintain a coherent world. Combat rules tend to break down when you try and model too many different types of weapons. If you look at the movie representation of a light sabre it does not behave like a sword, armour is not effective against it. If anything it behaves more like a D&D vorpal sword than a RM longsword.

I think the answer to this for me is I don’t know yet. The inspiration will grab me. If I am pressed for an answer I think I would like to do something soon involving Ninjas and Terminators.

31st What do you anticipate most for gaming in 2018?

This has to RMU. I don’t think it will be delivered this year but I would be very surprised and disappointed if it was not released during 2018. If I had to say I would imagine it will be probably just before Christmas 2018!

Now, this is not intended to be an ICE bashing but I am not impressed with the way the publish Beta but 1 & 2 have been run. There are a number of problems with it in my opinion and these have been brought into sharp focus this week when I saw another companies public playtest.

Part of the problems I think comes from ICE not committing to who RMU is being created for. It seems like they have tried to take good bits of RM2, RMSS and HARP and blend them together. The result is that the RM2 players miss the bits of RM2 that didn’t make the cut, RMSS players don’t like the bits that do not work like RMSS and HARP players don’t like the bits that are too crunchy for HARP. That is a generalisation but the principle is sound. The U in RMU is meant to be Unified but I do not see RMU unifying the RM community. I think RMU will be house ruled back into its constituent parts probably before it hits the shelves. Hurin will have his individual skill costs, I will have my minimalist rules, BriH will have his free market economy. Arms Law will be ripped a part and alternative tables will abound, and so on.

The real shame is that there has been no visible effort to engage the wider gaming community.

I want to show you how it could be done differently. There is a game called Eclipse Phase. It was released in 2009. Since its release there have been 70 additional books/publications. That is nearly 1  a month for 8 years. If we had had that sort of publication rate we would be over the moon. Ah yes you say, but ICE is only a small company, they cannot produce books like that. Posthuman Studios who make Eclipse Phase is just 4 people Rob Boyle, Brian Cross,
Jack Graham, and Adam Jury. The books they have produced range in price from free and PWYW and from $0.99 to $19.99. There is literally something for all pockets Take a look at their listing on RPGnow.

I would also argue that because Posthuman Studios has this terrific production rate, they earn more money which enables them to buy in the art and freelance page layerouters (made up word but I don’t know the collective noun for people who do page layouts) which enables them to produce more books. The more books they produce the more they sell and so on.

Now what is really interesting is that they are developing Eclipse Phase 2nd Edition right now. They have put an open play test out on RPGnow. Anyone can download the playtest rules. These are not hdden behind a NDA agreement and hidden forums. They want the game discussed in public.

When you download the open playtest you a set of PDF documents that are text heavy and lack art just like the RMU beta 2 books but you also get a pdf quck-start rulebook. This book would not look out of place on sale right now. It is beautiful to look at. The book is just 26 pages and includes a background to the setting, the core game mechanics, and full first adventure and pregen characters. Anyone could pick up that pdf, print it and be playing inside of an hour.

This is a page from the 2nd edition quick start. The actual pages are very light on the artwork whilst still being very visually attractive. You are looking at a single icon for the page number and a single page background image.

In addition the playtest files are not arranged at multi-hundred page PDF books. They are broken down into almost chapter sized booklets. This means that each part of the rules is easier to read and digest and discuss. Our mammoth books are not the easiest to navigate and the contrast is striking when you see it being done this way. Each booklet has its own public discussion forum, again not behind closed doors. I guess that by working on the rules ‘chapter by chapter’ they can be signed off and finalised faster.

The simple fact that anyone can download the play test for free and has everything they need to play the game means that the play test itself is bringing new players into the game. With the quick start they are up and running and with the beta rules they can go on to make their own characters and create their own plots and adventures.

It can be argued, and I accept, that Eclipse Phase is a smaller game than RMU. That does not take away from the fact that the play test is being run in a completely different way. It is almost as different as it is possible to be, in my opinion. I will put my neck out and say that the Eclipse Phase 2nd Edition open play test started on 5th of May 2017, RMU first play test was released 27th of September 2012. I reckon that Eclipse Phase 2nd Edition will be on sale before RMU hits the shelves.

I don’t mean to be down on ICE and RMU. RMU is my most anticipated game of 2018. The frustrating thing is though that RMU could have been on the shelves in 2015 and we could be anticipating its 5th birthday in 2018!

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Legends of Shadow World. Using “Slug Throwers” in Rolemaster.

I’m fine tuning my “Legends of Shadow World” adventures and debating the mechanics of firearms used by some particular nasty Demon Warriors: basically a large caliber gatling gun! Here is what I used:

Gϋthϋraxx Auto Gun

Weighing 22lbs and 42” long, this ornate hand held rotary gun is the preferred weapon of Gϋthϋraxx Shock Troops. The guns are ornate constructions with a bulbous receiver, curved metal stock and a cylindrical clip of grey/black metal.

Each gun holds a 12 round clip of .80 caliber slugs that are fired from 6 rotating spring powered barrels. The gun can fire up to 6 slugs/round. Each clip takes 1 round to change and the spring rewound every 12 shots.

Stats:

  1. Use Heavy Crossbow Table. 4x Damage. 4x range.
  2. Each shot after the first will receive a cumulative -10 penalty due to recoil.
  3. Requires 95 strength to fire w/o penalty. For every point under 95 there is a cumulative -1 penalty. For every 5 points under 95 winding the barrel takes an additional round.

 

Since I’m using RM2 stats (like other SW products), I wanted to keep things simple. Using the Heavy Crossbow chart with a damage and range multipliers made sense.

Anyone have a better idea or thoughts on this?

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#RPGaDAY2017 26th, 27th and 28th

26th Which RPG provides the most useful resources.

Having read other people answers to this already it is funny how they all cancel out. Some say Pathfinder has the best resources and then others that Pathfinder is a victim of its own bloat. Some say the new D&D 5e online service is amazing but then admit that none of their players have even made an account so paying more to be able to share resources was money down the drain.

I am a less is more sort of person and for me most of the companions I junked anyway even when playing RM2. When I started afresh with RMC not having the companions was a blessed relief.

I am going back to my old time favourite of Car Wars again. There were loads of expansions for it but none of them made the game more complicated. There was an expansion for trucks but that just added a new vehicle type. The game remained the same but players got to face new challenges. Half of those little plastic boxes were filled with battle maps such as Truck Stop that were big enough to cover your dining room table. There was a periodical, Autoduel Quarterly, that released regular new material. I think everyone eagerly awaited any new equipment! There were also adventures, there were two that I remember buying Turbo fire and Hell on Wheels. Hell on Wheels ended up becoming the launch point of an entire campaign as the starting character had a really cool Lamborghini Countach which has to be the best starting equipment for a new character ever!
So that is my answer, Car Wars again.

27th What are your essential tools for good gaming?

Post-it notes! I love them and with the best prep in the world you are still going to have to make and record changes on the fly and that is where Post-it notes come in. I also use them for recording NPC turns of phrase when talking, key strategies when in combat and important magic items so I don’t realise AFTER they are dead that they had a staff of teleport and would have bugged out long ago!

A post-its and pencils are the things I cannot do without, even dice are optional but those are my essentials.

28th What film/series is the biggest source of quotes in your group?

I think the answer is probably anything by Monty Python, absolutely anything and everything they have ever done is likely to come up at some point.

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Rolemaster Spell Law Deconstructed: Are Summoning Spell mechanics broken?

I thought the commentary on “Illusions” in my last blog post was pretty good, so I thought I would discuss another spell mechanic that might need to be re-examined: Summoning.

Spell Law contains a number of spells to summon/conjure Demons, creatures and other beings in Essence and Channeling.  But really it’s a just a big hot mess of vague, confusing spells.

The 2nd level spell Summoning (Evil Magician Base) says “Caster can instantly summon a first level non-intelligent creature”….  Does this mean that the creature teleports to the caster or does the creature have to travel to the caster. Is a teleport affect powerful for a 2nd lvl spell? Is this a Summoning spell or a Gating spell? Per the spell, the duration is 10 min/lvl normally (or 1 min/lvl when put in danger). What happens at the end of the duration? Does the creature disappear and teleport back from whence it came? Does that mean the spell generates 2 separate teleport effects?

Now lets contract that with a 9th level spell “Animal Summons I” from the Animist Base. You would assume that an Animist would be better at summoning general creatures than an Evil Magician? Well, you would be wrong. The spell states: “Caster can summon any 1 animal within radius (1 mi/lvl). That’s a ninth level spell compared to a 2nd level spell and implies that the creature has to travel to the caster. Yes the Animist has a built in control function when concentrating but the duration is only 1 min/lvl. I think there is a discrepancy here.

“Gating” also opens a number of questions about spell mechanics. (Some of this really depends on the setting and implied meta-physics of the world.) I’m finishing up “Book of the Pales” which is expansion material on the Demonic Realms: more creatures, environment, adventuring in etc. That effort along with my re-write of Demon summoning spells made me think about the whole premise. Let’s review:

Spell User casts “Lesser Demonic Gate”, a 5th lvl spell on the Evil Magician base list Dark Summons. This calls a Demon (Type I-III) that will slowly appear over a few rounds. If the Demon is not controlled in some fashion (control, master, barter, binding etc) the Demon “leaves”.

So what’s going on here? Does the spell open a doorway to the Pales and call a Demon through the gate or is this just a materialization? Now let’s assume that the Caster Masters the Demon in some fashion. Demon Mastery has no duration, just contingencies (range, kill or release).  But how does the Demon eventually return to it’s world/plane/Pale? If the Gate is now closed by what method does the Demon dissipate? Is there some spell reserve around the Demon that activates another Gate?

Some would argue that Demons  are just physical projections created by magic. When the spell “ends” the magic unbinds that projection and the Demon disappears. That’s a good solution but pretty powerful. In effect it’s creating a powerful physical form for a spirit creature from another Plane! And what about the other Summoning spells that work the same but on real creatures of the game world? They aren’t spirit beings given a physical form through magic. What about existing Gates that allow Demons to enter the world? Do the Gates have some implied “form physical body” ability?

For my own game, I am more interested in Shadow World and how Demon Summoning would work; and that required a spell re-write. Under my game, the Pales are other planes of existence and most Demons are physical creatures (thematic Demons are manifestations or possessors). That means that Demons do need a “Gate” or doorway to go from the Pales to Kulthea–or vice versa. This can be a spell, conjuring circle, natural Essaence Gate or other construct. Like any door, if it’s present and open it allows for 2 way travel: once a Demon enters Kulthea it’s there unless it returns via a door/gate willingly or sent back the same way. How else does Kulthea get populated by Demons? (Under Spell Law RAW I think  they would de-materialize when no longer controlled.)

For purposes of this discussion let’s delineate two different types of mechanics (despite naming conventions used in Spell Law) and use Shadow World for the default setting:

  1. Summoning. This “calls” a specific or general creatures from the local area to come to the caster. The creatures must physically travel to the caster.
  2. Gating. These spells create a magical “doorway” that teleports a creature directly to the caster.

So far so good, right? This is a simple differentiation that lays the framework for a variety of spells. The second part of the equation is “control”. I like the established vernacular used by RM: Control requires concentration. Mastery does not. Ranges and duration can be set by spell level, base list, profession etc. The final piece is protection. Without Control/Mastery there is no implied protection for the Caster. The Gate itself is a doorway, not a Circle of Protection or Ward. Opening a Gate and calling forth a Demon is no guarantee that what you want is what shows up!! Even a normal animal may not react well when Summoned and end up attacking the Caster if uncontrolled.

In conclusion, while various types of Summoning/Gating should be dependent on the world or setting, a few basic tweaks can vastly simplify these Spell Mechanics.

 

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