The writing and work process. Embrace the 80% rule.

If you are reading this, you probably play RPG’s and, at some point at least dabbled in writing adventure material. Peter and I have solicited for new contributors to this blog–both articles and adventures but without a lot of response. I know writers are out there…so where are they?

Writing ready to publish material is tough and takes a lot more work than jotting down some adventure notes that might be suitable for a GM running an adventure. But we aren’t asking for print ready material and at this point, a steady stream of adventure or support material can only help the game.

I encourage readers that have written material, adventure ideas, or want to try their hand at putting out there work to embrace a simple trick. What am I talking about: the “80% rule”, which is also known as the “Pareto Principle“.

The Pareto principle (also known as the 80/20 rule, the law of the vital few, or the principle of factor sparsity) states that, for many events, roughly 80% of the effects come from 20% of the causes. … 

Similarly, you can get 80% of the work done with 20% of the effort. Don’t worry about page setting, sentence structure, spelling or graphics. Get the bulk of the idea down, the rough narrative finished or the new spell list outlined out. Don’t sacrifice the perfect for the good! When you hit a writers block or run the idea or creative process out, either take a break or work on something different. This 80% rule isn’t hard and fast, it’s a guideline.

I’m a big believer in the 80% rule in many aspects of my life. This makes me a prolific writer but an imperfect self-publisher. Most of my material is pretty raw, but the trick to my writing is the 80% rule–get the bulk of the idea, concept, narrative or story down in writing and move on. The rest of it–finalizing, small details, proofing, editing, layout is the more arduous work that takes time, perhaps expertise and PATIENCE. I would rather be prolific than perfect. Now I’ve started to go back through my various projects: BASiL, SWARM, Legends of SW, Book of Pales, Empire of the Black Dragon, and Priest-King of Shade and finalizing it. I had hoped to have editorial support for some of these works, but now I’m just pushing ahead on my own. So now I’m dealing with the other side: the last 20% takes 80% of the time!

What does all this mean? Writing is EASY! However, writing good, finished ready-to-print material is HARD. Peter and I pumped out 50 adventure seeds of varying length in just a few weeks. Sure, much of our work could use competent editing and feedback, but it was down on paper. 80% was easily done. After that, the adventure hooks need layouts, formatting and finishing up.

 

the take away is this. Don’t be intimidated by the lack of professionalism or polish in your material. And if you have an adventure, world setting, or just an idea send it to RolemasterBlog. It doesn’t have to be “published ready”–follow the 80% rule and just get it out there. Maybe we can help polish it up. Maybe it really is ready for a free download. Or maybe an experienced GM can fit it to their game or campaign.

 

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Fleckles and Hip Action?

I may be making some assumptions here but I am guessing most of the readers here are English speaking. That most English speaking territories have some sort of TV shows along the lines of Strictly Come Dancing, Dancing with the Stars, Dancing on Ice. I also assume that as roleplayers we do not watch Strictly Come Dancing, Dancing with the Stars, Dancing on Ice.

Bear with me, I am going somewhere with this.

So whereas the fans of those sorts of shows are avid watchers of fleckles, hip action and correctly pointed hands and feet we are more interested in different sorts of moving manoeuvres.

Now, last week Brian brought up the old topic of No Profession and his idea of the free market economy for skill costs. Another element of making Rolemaster more accessible and faster to play is meta skills.

One of the arguments against meta skills was put something like this. Meta skills are fine for fantasy and historical settings but in modern settings subjects are far more specialised.

I am not saying that meta skills are right and a multitude of specific skills are wrong. I do not believe in right and wrong at all in rpgs. We make and play the games we like in the way that we like them. This is all about an idea I had on Saturday evening when Mrs R was watching one of those dance shows!

So in a RM2 game every typical farmer that the players meet probably have the a cross section of or even the majority of this mix of skills.

  1. Animal handling Pig
  2. Aminal handling Cow
  3. Animal Handling Chicken
  4. Animal Handling Donkey
  5. Aminal Handling Dog
  6. Animal Healing Pig
  7. Aminal Healing Cow
  8. Animal Healing Donkey
  9. Animal Healing Dog. No farmer can afford to lose live stock and this includes animal midwifery.
  10. Herding Pig
  11. Herding Cow
  12. Herding Chicken
  13. Loading
  14. Driving Cart
  15. Flora Law for crops
  16. Wood working for repairs around the farm
  17. Rope Mastery for repairs around the farm
  18. Weapon Skill (spear encompassing pitchforks etc) as someone has to deal with foxes, coyotes, mountain lions and join the lynch mob to drive undesirables away.
  19. Perception to spot foxes, coyotes, mountain lions and undesirables.
  20. Body development as farming is hard work.
  21. Trading to buy and sell seed and produce.
  22. Weather watching to know what tomorrow brings.
  23. Singing
  24. Dancing
  25. Musical instrument. These three are essential social skills for finding a wife and making your own entertainment.
  26. Time Sense.

So that is not an exhaustive list. You could add in a lot more Lores depending on how the farmer manages their land. If they have water wheels, a smithy or a tannery on their farm then that comes with a skill burden. If they have farm hands beyond the family then they may need some public speaking or people management skills.

If the typical secondary skill has a cost of 2/6 then my snap shot of skills requires 52DPs per level or straight 70+ in every stat. Or the alternative is that some of the skills come from culture and hobby skills ranks and they do not have all the animal skills, if a cow goes sick they call on the neighbour that does know about cows and people come to them when their pigs are sick and so on.

So the idea that modern settings do not fit in with meta skills as modern skills are too specialised does not work. Portraying historical farmers in RM2 are just as detailed.

Now going back to our Strictly Dancing on Ice with the Stars their are often athletes, sports personalities and former Olympians as contestants. These people almost invariably do extremely well. The reason they do so well is partly down to the fact that almost all sports require a combination of hand/eye coordination, core strength, balance and footwork. All of these translate well to dance apparently. Some of the people who have done well in the past have been gymnasts, rugby players [rugby is like American Football with the training wheels taken off 🙂 ], and track and field athletes.

In my vision of the Athletic Games meta skill the list of  hand/eye coordination, core strength, balance and footwork is almost the skill definition. Taking these dance programmes seem to say that all forms of athletics provide a great level of cross over.

The way I handle unfamiliar situations is by using higher difficulty factors which would mean that as the weeks and months (although it feels longer) that these shows go on for the contestants would be able to apply more of their full skill to each routine and the Difficulty diminishes.

I do not really want to reopen the argument on Meta Skills. I think we have done that to death but this came to me this week as I was writing whilst Mrs R was watching the show and I noticed that one of the highest scoring contestants was Jonathan Peacock who is a para-Olympian and amputee.

Finally, I think it is a damn sight easier just give Vocation:Farmer as a skill and move on to doing something more fun.

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Wicked Witches

I want an wicked witch for my next game session and I have been playing with the RM2 RoCoII witch profession.

This is quite easily one of the most powerful professions I have ever seen!

In my world spell multipliers are as rare as hen’s teeth. This means that power points are not overly abundant. Permanent magic items are not common either including rune paper. It does exist and the characters do have a few runes (they are all about 5th level) but there is not much of it about.

The witch can create their own potions, spell infused candles and as they are hybrids they can use Symbolic Ways to create standing stones and Rune Mastery to create runes. One ton stones are not actually that uncommon if you live out in the wilds. That gives the witch access to some home made daily items even if they are low level and not movable.

The runes as I have said are hard to make without the rune paper but if they have some then they are easier to make than standing stones and more potable.

Candles and potions though are easy to manufacture and carry around.

I am extremely tempted to give the witch some candles of Sleep V or Sleep VII and let the characters walk off with them. That is going to do their heads in for a while as I am making them roll resistance rolls almost every evening!

This profession can easily have almost unlimited low level magic. Power points can be burned using their most powerful magic as they will have tons of low level stuff just lying around.

I am thinking along the lines of a pretty high level witch as a sole adversary against 5 5th level characters. I am now thinking that I may have to tone down my NPC or they will eat the party alive (you can interpret that last sentence as you wish).

Have any of you use the Witch as a single Foe?

p.s. The boggle-eyed witch is back just because she freaks BriH out!

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More Musings on Professions: Are they Necessary in Rolemaster?

For a game system that was predicated on “no limitations” for player characters, I still find the need to cling to Professions curious. More importantly–beyond PC creation and occasionally leveling–do Professions serve any other purpose? Is a Professional label important for NPCs–the most generally the predominant characters in a game world?

Besides acting as a general trope label, NPC’s in ICE products still list out all skills, skill bonuses and spell lists. Unlike D&D, there are no intrinsic skills or abilities imparted to professions at various levels in Rolemaster. The Profession listed on an NPC stat might give a GM a “sense” of that character, but what really matters is the stat block itself. There is really no need to know a Profession for an NPC–only their stats and abilities. That’s the whole point of a skill based character system.

In Shadow World Terry pretty much throws away strict adherence to Professions; in my mind this an acknowledgement of the creative limitations such a system produces. Loremasters and Navigators are clearly a Profession, but due to RAW, are first assigned a standard RM Profession and then given extra base lists. The Steel Rain, Priests Arnak etc are all given extra lists on top of the Profession (whether it be Mentalism, Channeling or Essence) with NO REGARD to realm limitations.

As a GM do you build an NPC from the ground up? When creating a 22nd level NPC do you go through all 22 levels of character build using Profession skill costs??  I don’t, I just fill in stat blocks based on a general sense of power level and the narrative needs the NPC serves. Have you looked at any NPCs in MERP or Shadow World and analyzed whether the skill stats have any relation to Profession skill costs, ranks or bonuses?

My point being that “descriptors” are more useful to me than some arbitrary Profession assignment in an NPC stat block that serves no other purpose in the game mechanics. Unless PC’s know the NPC’s Profession and then make meta-gaming decisions based on that, they serve no purpose.

That means, in practice, that Professions only serve a purpose for a handful of people; the 2, 3 or even 5 players in your group. All those rules, all the arguments about skill costs and the nitpicking about whether Weather Watching should be 2/3 or 2/4 for a Animist seem complex for complexity sake.

I’m building a city in Shadow World: Nontataku.  Like any RPG city, this is an NPC intensive environment. Per RAW (RM2), I need to assign a Profession to shopkeepers, blacksmiths, porters, etc. Obviously giving them a RM Profession is absurd. Assigning a shopkeeper the Profession of “Figher, Thief or even Mage” is pointless. Some versions of RM do add non-adventure tropes as additional Professions (craftsmen, laborer and even “no-Profession”) but, for me, that is just another example of “Rule for Rules”.

For me, simple descriptors like “Shopkeeper” or “Loremaster” or “Merchant” work better than some arbitrary, and limited, Rolemaster profession.

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Face to Facetime

The last time I posted about my face to face game I was dealing with the issue of how do I make it feel like the characters are fully engaged with the the adventure when they are searching for something that isn’t there. I know they will not find it, or ‘him’ in this case as he is not there to be found.

As it happens the session has been delayed, it was originally intended to be played in June but with real life getting in the way it has been pushed back and we are now looking at late October or early November.

Even so it is time to get my gaming notes out again.

If you strip out meal times and the other game (where I get to be a player) I have about 16hrs of game session available to me. 5 5th level characters and a fruitless search in a monster rich forest.

I had a bit of a eureka moment this morning when I remembered Brian’s Vignette post. What I am going to do is string together a series of one off encounters, each one quite atmospheric and evocative.

I am thinking of a witches cottage in a dark shrouded clearing; a pack of wolves, maybe lead by a werewolf stalking the party; an attack by giant spiders coming down from the forest canopy at night. They are adventuring in the Spiderhaunt forest after all! I think I may throw some ghouls at them and a butchered unicorn for good measure.

These could so easily be my players!

A typical dungeon crawl could take 16hrs and would have multiple combat encounters. I can treat the forest as a ‘dungeon without walls’.

My original intention was to run a more coherent side quest but the problem with that, on reflection, is that if the do not complete it in the time I have available we the players even remember what they were doing and why the next time we play? More than a year of real life will have passed between the day they entered Spiderhaunt and when they complete any side quest.

I am the youngest member of our group but a couple of months so I am allowed to make jokes about their fading memories and how they are all getting on. By the new year I will be the only one still under 50!

The more I think of this the more I like the idea. I can let rip a bit and throw some tough challenges at them and at the same time if things go badly I can ease off. They do not have the meet every encounter I throw at them. I can also have them some problem solving like trying to cross waterways, scale rocky outcrops and so on. It may also be an opportunity to replenish some of their herb supplies.

Can you think of any really cool forest monsters I can do atmospheric one off encounters with?

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What’s on My Mind. Rolemaster, Shadow World & Cool News

A mixed bag of stuff this weekend; a combination of Random Musings, Weekend Roundup and Commentary on Rolemaster, Shadow World, news, and my projects in the queue.

  1. One is the loneliest number. Excluding Rolemasterblog.com and RMForums, are there any consistent blogs out there on Rolemaster or Shadow World? A quick search only shows 1 or 2 posts in 2017 (see THIS ONE, an interesting take even if I don’t agree with much of it). Part of this can probably be explained by the lack of RM players and partly by the effort needed to maintain new content and postings to stay relevant. Even Grognardia burned out after an impressive output of posts. User habits are changing and I wonder if the “Forum” template used by ICE is as relevant or appealing to younger consumers.
  2. Caltrops. Cool article HERE. I believe there are mechanics for caltrops in one of the Companions or 10′ Pole? I have my own mechanic that accounts for movement rate and damage (using the size scaling rules).

Anantha Padmanabha.

3. Real life tomb treasure.  Sealed vaults filled with gold, silver, gems and jewelry are just a fantasy or legacy of a time long past? I think not. This is the last unopened tomb–in 2011 another tomb in the same temple was opened to find treasure expected to be valued at over $500M!!!!

4. Cool Statues. I blogged about cool statues last year. Here is a new one I just read about: The Appenine Colossus.

The Apennine Colossus.

Even cooler:

Within the statue there are “countless caves, water cascades and ravaged by time mechanical, hydraulic and acoustic devices intended to amuse and impress any visitor of the park.”

Section of Appennino. Illustration by P. van der Ree.

It’s a Dungeon!

5. Priest-King of Shade. Depending on final feedback from Terry and Nicholas I may be posting up my SW module for free here on the RolemasterBlog. It will be mostly formatted, but many of the maps are hand-drawn. I’m looking to purchase clip-art to include to punch things up a bit. Any advice on the best place to look for art? Deviantart? RPGNow? I like old school line art over renderings but open to anything. Priest-King clocks in at over 150 pages with maps, charts and illustrations so it covers quite a bit of material. The module covers the peninsulas in SW Agyra:

Here is a quick blurb I wrote a few years ago:

Agyra. Far from the historic events of Emer and Jaiman, this region has been cruelly shaped for thousands of years by both natural cataclysms and the powerful flows of Essence.  Scattered and isolated tribes are a faint legacy of a powerful nation that sunk beneath the waves in millennium past.  Monolithic blocks scattered along deserted coasts and leagues of enigmatic ruins lying in shallow waters are remnants of a lost civilization.

However, these lands are not dormant. Powerful nations and secretive groups are at odds: a war of not just arms but of politics and commerce. Into this conflict a new power has risen. A mysterious Priest-King and his devout followers have occupied an ancient citadel and are slowly expanding their power across the lands.  For the tribes that inhabit the coasts and jungles, these newcomers are viewed with outright fear. Rumors of demonic armies, dark cults, missing children and empty villages have cast a pall throughout these lands.

But adventurers have come nonetheless. Ancient ruins have been discovered: a sprawling city lying submerged in the shallow waters off the coast of Agyra. Many believe the ruins date millennia back to the First Era and holds untold wealth and the secrets of the Ancients!

The Priest-King of Shade is a module detailing the lands of South West Agyra. This product contains a regional guide, maps and layouts of key places, detailed description of key NPCs and 10 adventures ready to play.  Designed for players levels 5-15th.  Will you confront the minions of the Priest-King?

My group has playtested the whole module–it’s quite extensive and is the prelude to “Empire of the Black Dragon” that runs up to 25th+ level. Plus, I have another 5-10 other side adventures that I will publish over time that fits into the region. I’m outlining the city of Nontataku which would be integral to both but would fit well as the 1st Chapter for players 1st to 5th or so. I’m expecting Nontataku to run about 100 pages and Empire is around 80-100 so all together it would be a great long term campaign. With add-ons they all could hit 500 page count w/o extensive artwork.

6. The Book of the Pales. I was at 32 pages w/o charts but added in some supplementary stuff on the Void Knights. I think it’s going to push well past 50 pages. It’s a Shadow World supplement for adventuring in the various Pales.

7. Legends of Shadow World. Since this is meant as a stand-alone Shadow World tourney series I’m keeping each chapter to 10 pages or less. But…I think I’m going to flesh out the “Temple Complex” which will add quite a few layouts and GM notes. I hope to have Chapter 1 ready for download by the end of the month. Again, I’m prowling for good artwork with a budget of $50/chapter. Any suggestions are appreciated.

 

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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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