Rolemaster Spell Law Deconstructed. Are Illusions a broken mechanic?

Perhaps more than any other spell, and dating back to AD&D, Illusions have been misused, misunderstood and abused. Some have argued that Illusionists, if played “correctly”, are the most powerful spellcasters in RPGs. That assertion relies on two bedrock principles: creativity of the player and an expansive interpretation of the limits of the spell.

The principle of illusory magic is a bedrock in myth–deployed by trickster gods, Djinn and clever mages in ancient tales and modern pop culture. At first glance the idea of magical mirages is simple, useful and restrained in effect. Unfortunately, AD&D forever changed and corrupted illusions to the delight of rule-lawyers everywhere. For me, it got the point where I didn’t allow Illusionist Base Spells until I could get around to fixing them. What was the mechanic that screwed up illusions? The mechanic of “believing creates reality” first found in Phantasmal Force, a 1st level illusionist spell.

“When this spell is cast, the magic-user creates a visual illusion which will affect all believing creatures which view the Phantasmal Force, even to the extent of suffering damage from phantasmal missiles or from falling into an illusory pit full of sharp spikes” (emphasis mine)

The concept that visual illusions can cause real damage is both revolutionary and game breaking. Like many things D&D, this promotion of Illusion effects has been mainlined into other game systems and now an accepted trope. We can never know the original intent of the “believing” rule–perhaps without a physical component, illusions would be weak and easily ignored? Maybe D&D saw some mental aspects to illusions that created a placebo effect on the unwitting? “Believing” as a game rule is always tricky. Sure, some players can dive into it and roleplay it well, but having a group where some of the characters believe and others don’t can take the players out of the game quickly.

But the more fundamental question is should Illusions have a physical force/touch component to it to begin with? What’s wrong with just having a visual illusion spell that doesn’t have a “touch” or “believe and it will harm you” mechanic? I can think of many, many uses in gameplay. Sure, upon close inspection a foe can determine that a visual effect is an illusion, but that doesn’t minimize it’s potency in many gaming situations.

Spell Law attempted to rationalize this through the “touch” process–giving illusions a physical impact to reinforce the spells authenticity. The Rolemaster Touch spell was a level 2 spell that could be added to other illusion effects. (while working on this post a discussion popped up on the RM Forums HERE).

While D&D mixes many magic types into their spells, Rolemaster’s realms maybe best suited to utilize differing types of illusions into it’s framework. Glamours, phantasms, illusions, mirages, facades etc are all used to describe some type of illusion spell. It might be helpful to create a framework for these words that tie them to certain phenomena or attributes, but for now let’s keep it basic: An illusion is a false sensory stimuli produced by a magical effect. Whether it’s a visual scene, smell, sound or perhaps even a touch, the spells efficacy is dependent on the target. A blind person cannot be affected by a visual illusion, and a deaf person cannot be affected by a sound illusion.

Rolemaster has two realms that work well with illusion, but both should work quite different from a mechanics standpoint. I’m not happy with Spell Law RAW–so like all the other spells, I tore them down and then built up from scratch. To me it’s clear that illusions will work quite differently with each realm.

The realm of elemental powers and physical manipulation, Essence, and more specifically “Light Law” or light manipulation seems a natural fit for visual Illusions. It’s harder to rationalize including physical effects, smell or sound into a “Light Law” spell list though. Sound illusion can fit into a “Sound/sonic Law”, physical effects could fit into “Telekinesis” and smell could be a utility list. Of course, consolidating into a single “Illusions” list with various aspects (sight, sounds, smell, touch) works but requires casting multiple spells to generate a multi-faceted effect. Nonetheless, I don’t see the Essence realm creating illusions that will cause damage if a target “believes”. Instead, Essence illusions are physical manifestations–a hologram or sound machine.

Mentalism, however, opens up a wide range of possibilities. Under our rules (and I think RMU went this route as well) Mentalism illusions are “internal”–a false sense implanted into the target, or targets, mind(s). This allows Mentalism a more flexible and powerful Illusion ability. Unlike Essence though, these Illusions will only be experienced by the target(s). To me this a good balance between Essence and Mentalism spells. Essence allows for manifestations, that are seen by anyone but are limited in scope while Mentalism can be fully immersive but only by select targets. This mental projection also gives the Mentalist the ability to affect the targets nervous system, i.e. pain receptors. This gives Mentalist the ability to incorporate “damage” (via pain penalties and not real damage) in the spell effect.

In my opinion, it’s Mentalist Illusions that best mirror the functions of the D&D Phantasm spell, while Essence emulates the presentation of the Phantasm spell. Rolemasters realm differentiation allow for more precise form/function execution.

These are my solutions. But to revisit the topic: are RAW Rolemaster Illusion spells broken? Should a caster be allowed to add “touch” effects to a bridge illusion so characters can cross a chasm? Does this even make sense? Is an illusion, a false sensory input, compatible with a touch; an actual real directed spell that creates a physical effect? Combining the two break the rules.

Just my 2 cents!

 

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#RPGaDAY2017 19th, 20th and 21st

I am sure that bulk answering these questions twice a week completely misses the point of #RPGaDAY but to be honest I don’t care.

Yesterday Sparta commented on a post I wrote at the beginning of July. The significance of that is that we are obviously reaching new people and they are looking at what we are writing. This is a good thing. I have no idea but it is entirely possible Sparta and others found the blog through the #RPGaDAY hashtag.

Insidentally one of the most most common good search phrases that brings people to the blog is [shadow world amthor]. The busiest day so far this month was the day that Brian mentioned the fanzine on the RM Forums!

Anyway, I digress.

19th Which RPG features the best writing?

This is a really subjective question. What is best writing anyway? The D&D Basic box set (red cover) that got me started had a life long impact on me so that must have been pretty good I would say.

I am actually going to put forward Champions as my answer though for this question. That was a brilliant system and the rulebook was a pleasure to read. It also changed the way I thought about RPGs and character generation forever.

20th What is the best source of out of print RPGs.

The only sites I have ever looked at for these are ebay and amazon marketplace. I guess the point of this question is that if you scanned twitter for the answer to this question then you are going to find a few gems of sites that are little known but will worth knowing about.

I bet scribt has a load of old RPGs uploaded as illegal copies, you seem to be able to find just about anything on there!

21st Which RPG does the most with the least words?

I assume they do not mean shortest rule set. I know there are tons of one page ‘rulebooks’ out there. I am going to answer with CarWars again. We used to role play it ans I think the game has a single character stat for your life which was 3 if you were healthy and maybe three skills driving, combat and mechanic if I remember rightly. So your entire character sheet was 4 words long and 4 numbers. The vehicle character sheet was a box with maybe 6 sets of initials, MG for machine gun, RR for recoiless rifle, PR for puncture resistant tyres and so on. It has to be the game with the least vocabulary of them all!

That was a brilliant game and we spent months playing a CW campaign with just these couple of skills. The next game I played after that was champions and the game after that was RM2. Champions and RM2 were all about skills (and powers), that is what what defined your character, that is what allowed you to craft exactly the character you wanted to play. But that was the impression I got with just Character Law and shortly afterwards Companion I. So at that point there were maybe 45 skills. Over the years we added every companion and all the Laws but with 200 skills the characters were no more unique. In fact I think the most skills that were added the more similar the characters became. Some of the skills became essentials such as tumble attack and tumble evade, two weapon combo and iai strike, at least in our games. The same was true of herb lore and sense ambush.

I suspect that that experience of playing CW with the 3 word (4 words if you include the characters name) character sheets may have stayed with me and gone some way towards inspiring my super light RM variant. You never know.

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Legends of Shadow World. Chapter 5: Ad Acta Atra Peracta Sunt Facta Atta Patrata

This past Tuesday, the group ran through the final chapter of Legends of Shadow World. Unlike the back to back nature of the first four chapters, the group was able to return to Eidolon, rest, heal and gather resources for the final task. They felt prepared and more optimistic…until the mission briefing. Apparently even a group of 50th level PCs can feel apprehension!

Once again the group had to undertake a long journey, handle adverse environment conditions and then run the gauntlet of several smaller challenges. The final encounter was against the mob boss so the party was able to shift to known RM combat strategies of a PC group fighting a singular, powerful foe (over level 100). Generally superior numbers is a huge advantage in RM combat, but this was a very powerful adversary and two of the PCs were killed during the battle. It felt truly epic and the players all had a great time–in fact they wanted another run through the battle just to see if they could win without any party kills.

Without giving away the details, this encounter was actually the starting premise of the whole exercise: to build a 50th lvl adventure. Once I had the end drafted out, I just needed to create a narrative to lead the players to the final battle. But as I was writing it, and then testing it, I wanted to use the adventure path to test various aspects of high level gaming.  Each chapter was meant to combine difficult terrains or environments with varying opponents. Unlike lower level adventures, there was much less reliance on regular skills to solve challenges–at 50th lvl, skill bonuses are maxed out and make most actions automatic or the group has spells that can tackle the problem.  Normally I would want a more well rounded adventure, but this was intended to be a tournament style to played with pre-gen characters in short 2-4 hour sessions.

Some final thoughts:

  1. There was a learning curve–I had to modify much of the chapter 1, half of chapter 2, a lot of chapter 3, a bit of chapter 4 and almost nothing in chapter 5. I’ll be getting additional feedback from the other two playtest groups but I’m pretty close to a finished product.
  2. I don’t know how 50th level characters would work in a prolonged, ongoing, campaign but they work great for stand alone adventures. The players really enjoyed roleplaying these known personalities but weren’t so invested in them that getting killed was a problem.
  3. High level creatures that have a lot of spells or special abilities give GMs a wide range of tools to play with. It becomes even more important to plan out spell usage when casters have hundreds of spells. I like to list out 10-15 spells with contingencies as a GM combat guide. That, plus special abilities and magic items should be enough choice for most battles.
  4. I’ve always preferred running low level adventures. Even small achievements seem significant and there is a real progression of power and abilities up to 10th lvl. However, I think I’m converted! High level adventures are different but a blast. Basically the player gets to use all the abilities and spells that were just a distant promise at lower levels!
  5. Information. At 50th lvl, the PCs should have access to quite a bit of hidden world info but in the framework of a short tourney adventure I didn’t bother with a “data dump”. When needed, I provided needed information in the game, but I didn’t want to ruin our regular SW campaign with world secrets. One of the PCs is a Loremaster after all! One of my players did ask for information that I suspected would be useful in the other group.
  6. High Fantasy. One of RMs greatest appeal is the granularity and grittiness of the system but with high level groups there needs to be a certain amount of hand waving. Travel is simplified when you have a Navigator that can Jump, a cleric that can create food and water, significant healing abilities and for all practical purposes, unlimited wealth. But RM grittiness manifests back into the game during combat and tactical level events. Even at high levels, fighting in burning lava, violent Essaence Storms, no/low gravity or sub zero temperatures requires resources and changed combat strategies. You can’t hand wave away non-breathable air!
  7. Herbs & Power Points. I’m going to increase herb allocations to the PCs. I think its one of the simpler ways to adjust game balance compared to the more involved process of changing the #/power of encounters. I think Peter does the same thing with runes & 1-time items in his campaign. I rarely allow instant herbs for use during combat, but it makes a huge difference after encounters in group resource management. Although I’m sticking to RAW RMC, I am using SW crystals as power storage (more of a magic item than a rule change). PCs can replenish PPs via these objects but I think they had too many PPs. I never felt they were being strategic with their usage and I like casters having to weight spells against their PP cost.
  8. Mass Combat. Still pondering this and I think I need to pour through War Law again. I have a handful of ideas on more 50th lvl adventures but need a good process for handling armies and mass groups. I know it’s doable, but it feels like a different game when you do it. There is a thread on this at the RM Forums that I’m keeping an eye on.

I’m looking forward to getting this adventure out there–I only wish I had artwork and professional layouts to punch it up a bit!

 

 

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#RPGaDAY2017 15th to 18th

I am having a frustrating week this week. I had so many plans, my wife is away at the Edinburgh Fringe so I could really dedicate loads of time to just writing (and horse riding whenever I get stuck). As it happens I have spent the week mostly in the car going from one place to another and have achieved very little and I have the same in store all weekend! This was supposed to be the week I tackled my Rolemaster for young players project (GameMaster Kids). For a bit of light relief I was going to put some more meat on the bones of my HARP/FATE hybrid under the working title of FART. I am way behind with my 50 in 50 adventures and that just about sums up my week.

This weeks questions for #RPGaDAY 2017 could be answered in just two words. I am not a hoarder of games and books and nor do I buy stuff I have no intention of using. When you see the questions you will understand…

15th Which RPG do you enjoy adpating the most?

Well Duh, that would be Rolemaster.

16th Which RPG do you enjoy using as is?

That would be Rolemaster and more specificaly RMC.

17th Which RPG have you owned for the longest but not played?

This would be HARP that I bought last Christmas and is still as yet unplayed.

18th Which RPG have you played the most in your life?

Anyone for Rolemaster?

So the answers were either Rolemaster or HARP. I think RMC specifically works well as is and without any house rules if you want a pretty generic fantasy RPG. I have dropped wholesale into the Forgotten Realms without modification and as D&D was equally generic it just works. I could just have as easily dropped it into Greyhawk and had the same results.

My adaptation of RMC into my own game is a result of wanting to make the rules invisible during normal play. If I had may way there would be no need to pick up a rulebook from the start from the session to the end. I haven’t achieved that because of Arms Law or which ever flavour of combat system you prefer. About 50% of the effort went into adapting the rules to what I wanted and the other 50% went into adapting my prep time. The better organised I am the less time is lost at the gaming table. That is true of every GM but as you all probably know I go so far as to copy and paste sections of the rule books from the PDFs into my game notes so that if someone were to be at risk of drowning then the rule for that is the next paragraph in my notes, if you may fall off a cliff the next page in my notes is the Fall/Crush table from Arms Law and so on. I have merged rules and adventure notes so I need no other documents beyond characters sheets, my notes and the combat tables (and even those I have as individual sheets that I sort so that I only have the weapons/attacks I need for that session to minimise the number of pages. The less pages then the less page flipping to find the right table!)

So there you have it. I fairly uninspiring set of answers this week. Next week is more about publishers and different games so the answers will not all be RM & HARP.

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Random Musings. High Level Channeling Spells in Rolemaster.

In last weeks BLOG POST, I discussed issues I had with high level Essence spells; specifically combat oriented spells from the Open and Closed List. These posts are a result of the intersection of two projects: BASil (my rewrite of spell law) and 5 of 50 (50th lvl adventure series). This puts me in a position of familiarity with spell law and  creating and testing high level adventures.

It’s been a few years since my first iteration of BASiL, and I haven’t bothered reviewing my notes and analysis in quite some time. Instead I’m looking at RM spells from this new perspective: how useful and powerful are they for very high level adventuring. Today I want to offer my thoughts on the Channeling realm. Again, just focusing on combat oriented lists and just the Open and Closed.

Barrier Law. I’m not sure that much of Barrier Law is Channeling appropriate–seems more elemental. This also goes to a Gods “aspect” and what type of powers a cleric would have. Should a Cleric of the God of Fire be able to cast Ice Wall? Anyway, let’s just talk about “Wall of Force”–the 50th lvl spell. It creates an impassable barrier of energy…but…it’s only 10′ x 20′, lasts up to 1 rnd/lvl and the Cleric must concentrate! This feels more like a 25th or 30th lvl spell with a better version at 50th lvl. Maybe no concentrations and AoE scaled to level?

Concussions Way. Here is a good example of a great high level spell, but a awkward power progression. 30th lvl provides “True Healing” which heals 1 target of all their hits, but the cleric must be touching the target. Then the next spell (50th lvl), Mass True Healing, does the same but for 1 targetlvl (50 targets!) and they can be up to 100′ away. That’s a fantastic spell, but seems quite a bit more potent than the next highest? On a  side note the 25th lvl spell “Regeneration” is a missed opportunity. It should heal 5 hits/rnd, last 1 rnd/lvl and not require concentration.

Lights Way. 50th lvl Mass Utterlight. Not a great 50th lvl spell. I”ll leave it at that.

Spell Defense. The 50th lvl Resistance True requires concentration–taking the Cleric out of action.

Calm Spirits. Not sure about this–“Calm True” has a duration of P. Does this work in the game–permanents pacifying a target?

That’s it for Channeling! I definitely think that the lack of protective or augmentation spells nerfs the profession compared to other systems. Looking at just those spells/lists, the most effective role for a Cleric is to cast Concussion Ways when needed. Spell Defense requires concentration and Wall of Force would only be needed in extreme circumstances (and require concentration.)

My Channeling BASiL lists, including all the Orhan/Charon pantheon specific lists really pumped up Clerics. In fact a group of Clerics in my SW campaign are as powerful as almost any other mixed profession group!

 

 

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#RPGaDAY2017 12th, 13th & 14th plus more!

So I am continuing with the #RPGaDAY but I have more exciting news!

The August issue of the Rolemaster Fanzine is now for sale on RPGNow and this is the Shadow  World special.

This issue has a reprint of two of my favourite BriH Shadow World articles from the blog, the interview with Terry and chapter one of the Loremaster Legacy, Terry’s novel.

Whilst not RM related I am really pleased to be able to link to my game on Amazon. This is my latest achievement and it is really nice to see the book in print. The PDF and print version should be on OneBookShelf this week and the Kindle edition the week after.

So with that out of the way here are my RPGaDAY questions.

12th Which RPG has the most inspiring interior art?

One of the funny things about these questions is that it makes you think about things that you may otherwise not given a thought to.  I think the original MERP art was probably the best I have ever seen and was definitely in keeping with the original LotR books.

13th Describe a game experience that changed how you play.

I think I have told this story before. We were meeting for the first session of a spacemaster game. Rather than all sitting around creating characters together we were split up and the GM started us playing our characters, describing the scenes and we started role playing before the characters were rolled up. The GM shuttled between us nipping from kitchen to living room and I had drawn the short straw and had the bathroom! This was the first time I actually knew my character before I put pen to paper and picked skills. Now I always have that really strong concept before I even start. Incidentally, that was the shortest campaign I ever played in as we all accidentally killed each other at the first meeting after only one character uttered just one word. There had been a sort of cat and mouse game going on with each character thinking they were being followed or were following a bad guy. We ended up in a mexican stand off but with concealed weapons in a taverna until one character who seemed to be oblivious to all of this walked in, came to our table and said “Hello” at which point everyone opened fire. I was using an assault blaster at point blank range and I remember rolling a straight 66 for my critical. I also ended up bleading about 8hits a round from several wounds by the end of the round, stunned and about to pass out. I don’t think anyone survived beyond fire phase A of the first round.

14th Which rpg do you prefer for open-ended campaign play?

This has to be Rolemaster and RMC for me and to further clarify my level-less and profession-less variant. I am not going to bang on about it because you have all heard it before.

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Legends of Shadow World. Player Introduction.

Von l’edor, First Secretary to the High Scion hastily adjusted his robes and consulted his schedule book once again. This meeting was highly unusual; unscheduled with no information provided to his office. He hoped his last-minute apologies to the Delgaran Trade Delegation would suffice; the Laan merchants were generally insufferable and easy to offend. He made a notation to provide them with a cask of Vermillion House Red—a rare vintage that should appease their egos.

The door to the inner Sanctum open and close with a resounding boom. His master, the Elder Scion of Kuor swept into the hall, followed by two harried looking seers or scholars. The Scion was wearing his most formal attire, robes of gold thread hemmed in black and he carried his Sceptre.

Curious, he thought, perhaps this will be a religious meeting

Upon closer inspection, the two scholars seemed more noteworthy. Their robes were functional but well-made of fine cloth, sewn with mystical or astronomical symbols.

Probably another obscure sect or cult with more apocalyptic visions—they seemed to be showing up with more frequency.

Despite their subtle finery, they both looked drawn and dusty from travels. He sniffed, hoping they would detect his disapproval of their appearance in such a holy sanctuary.

The Elder Scion settled into his chair, the black wood gleaming from hours of polish, but his presence was dwarfed by the towering statue of Kuor that dominated the background, overlooking the pillared hall. The High Temple was the grandest building in Eidolon and the center of power for the Lords of Orhan in Kulthea–despite what the Elves in Palia argued he thought. Von looked to his Master for some direction or clue to this meeting, but the Elder Scion seemed focused on the far end of the hall. Finally, he motioned for the scholars to take their place on the lower audience platform.

At the far end of the hall, the burnished doors swung open slowly and a small group assembled for introduction. Even from the distance, Von could hear Scion Oberon clear his throat nervously.

“Elder Lord, may I present Knight-Captain Gorge Kroger, Commander of the Sun Guard and First Protector of the Light Bringers of Phaon.” The tall soldier strode forward, resplendent in his gold and red enameled armor. Kroger was a regular visitor to the High Temple but the unexpected nature of the audience implied a military matter. The Knight-Captain stopped at the foot of the stairs to the Holy Dais and removed his helm. His blond hair spilled out over his shoulders and he bowed his head respectfully to the Elder Scion but was otherwise silent.

Oberon spoke again, “Elder Lord” may I present Chomen Drah, High Builder of Iorak”. My breath caught, and my writing faltered slightly. The Builder-Priests were rarely seen at the Temple and having a High Builder was even more unusual. Like all the Priests of Iorak, Chomen was wearing simple gray tunic and pants, a worn leather tool belt around his waist. Short and squat, he radiated strength and purpose and seemed to study the stone work of the High Temple as he approached the Dais. He stopped. “Elder Scion, I have come as summonsed.” He intoned in a deep baritone voice. A serious man, indeed. Von thought.

Oberon called out again. “Elder Lord” may I present Malim Pelax, of the Order of Loremasters.”

A Loremaster, a Knight of Phaon and a Builder of Iorak? Auspicious company indeed. Von peered down the hall. Who else is present for this meeting? He had met Malim before—a pompous ass to be sure, but supposedly a powerful Mage. He strode down the hall confidently and stopped between the Knight and the Priest.

“High Priest, this summons is highly unusual and inopportune. The Loremasters and Clergy of Orhan work as equals, not as master and servant. I would have you know I was involved in consequential matters to the south. Do the whims of the Priesthood outweigh the work to counter the forces of the Unlife? I demand an explanation!” Malim exclaimed loudly.

The High Scion contemplated the Loremaster as if considering his words. Calmly but forcefully he spoke. “Loremaster, your presence was ordered by the Council at my request. Answers will be forthcoming shortly, but do not presume to question me.” The Scion’s voice had slowly risen as he spoke, with just a hint of anger underneath. “While the Loremasters and followers of Orhan work together, make no mistake as to primacy. Kuor rules all above AND below and your services and loyalty or required.” At the last, the High Scion sat forward in his chair holding the Sceptre before him. With his words, the air had grown heavy, and the very walls of the Temple seems to bend inwards and groan from a great weight or pressure. My pen dropped from my hand and my knees buckled. The High Scion was barely invoking the Wrath of Kuor but those present could feel the force of will. My eyes cleared and I noted that both the Knight Commander and Loremaster had fallen to one knee, but the Builder-Priest still stood straight and was examining the High Scion’s Sceptre with open curiosity.

“Enough”, the High Scion said, and the pressure disappeared. “We don’t have time for foolishness. Malim, your reservations are noted but irrelevant. Oberon, announce our last two guests.”

Oberon’s voice squeeked once and then settled. “High Priest, may I present Sumendar of the Guides of Vurn-Kye and Jan Jo’drin..” Oberons voice faltered once again but he continued “…Changramai Warrior of the Tenth Veil”.

Both figures walked forward, a contrast in style and appearance. The Navigator, while dignified in his black uniform was pudgy and older and he moved with a bow-legged gait. The Changramai…glided…his movements precise and economical, conveying a coiled deadliness. He wore plain white robes with a gold collar signifying his rank. Tenth Veil! Von thought. Changramai of that skill were only rumored or heard about in legends!

Malim, perhaps exercising caution after Malim’s rebuke, bowed deeply to the High Scion. The Changramai matched Malim’s bow and added a fist to the heart in the traditional Changramai salute. All five abreast, waited for the High Priest to begin.

The High Scion inspected each figure below and then nodded to himself. He stood and indicated the Scholars that stood quietly to the side.

“These are the Seers of Strok. They have a crisis and they’ll need your help.”

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#RPGaDAY 8th, 9th, 10th and11th

So this is my third instalment of #RPGaDAY. Most of the questions this week seem to be about different systems so it will be hard to relate them Rolemaster.

8th What is a good RPG to play for sessions of 2hrs or less?

This depends on how you read the question. I think RM is a good candidate for this. One of the cool things about RM character sheets (booklets?) is that they hold just about everything you need to play. This is especially true if you include combat tables and spell lists in the character sheets. Bolt on things like Combat Minion and you get a game that you can get into and start playing very quickly. If you need to create characters in that 2hrs then having the first session exclusively dedicated to character creation will get all the characters made with time to spare. So my answer is RMC.

9th What is a good RPG to play for about 10 sessions?

This time I don’t think RM fits the bill. As a rule of thumb is seems that most GMs are levelling characters up every 3 sessions or so. In a mini campaign of 10 sessions that would advance the characters three or 4 levels. There is not really that much difference between a 1st and a 4th level character. At those lowest levels fighters are king and even the pure spell users have little more than shock bolt. Looking at the time, some players take forever to level up their characters so levelling up 3 times in 10 sessions takes a fairly big chunk out of your available playing time. So RM is not a good option for this particular format.

What does work well (shameless plug!) is my own game 3Deep. The game is set up for emulate TV series and episodes. With that in mine you can easily turn a 10 session mini campaign into 10 related one shot adventures and the whole into a ‘season’. Character creation is fast (roll five stats, pick a culture, spend 7 skill points and then flesh out the backstory) and there are no levels, experience is handled by improving stats and/or skills. While I am blowing my own trumpet the latest version of 3Deep will be available to buy from RPGnow and Drivethru from next week!

 

10th Where do you go for RPG reviews?

For me, my favourite RPG blog is http://www.stargazersworld.com/ which gives me a mix of reviews, news and opinion. they have a small team of bloggers and interestingly they like to experiment. Right now the blog is experimenting with being sponsored by Patreon.

11th Which ‘dead’ game would you like to see reborn?

Do games die? If that were true then there would be no RM2 players. The game is going on for 40 years old and has not had a new book published in decades and yet it is still probably the most popular version of RM there has ever been with many actives groups. Even in my previous answers I harked back to Car Wars with is a game from my youth. I honestly do not believe games die as long as people want to play them.

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Random Musings. Thoughts on RM Spell Law high level spells.

My last post mused on the impossible goal of designing balance into a high level adventure. Among one of the issues I touched upon was the lack of effective buffs in RM Spell Law. But the problem is much broader than that–there is a breakdown of spell design at higher levels. Perhaps the original designers didn’t see much game play use for high level spells?

When I deconstructed and rewrote Spell Law I reviewed every single spell, spell list and compared similar spells between the realms. There are tons of inconsistencies, useless spells, redundant spells or spells “out of order” in power level. I started a detailed commentary on the RMU Spell Law forums, but there was so much pushback I just went ahead and started uploading my own version of spell law!

Rather than go analyze all of Spell Law, I wanted to comment specifically on high level spells. And to keep things shorter, let’s just tackle Essence open and closed in the post and only in the context of combat and not general purpose spells. (I’m using 6503 RMC Spell Master for reference btw.)

Elemental Shields. The 50th lvl spell combines the 15th, 17th and 19th spells Lightning, Fire and Ice Armors. These are good spells, but not great spells. Each is +20 to, 1/2 hits and decrease of crits by 1 severity. Fine for 15-19th lvl spells, but for a 50th just combining them, limiting them to 1 target seems inadequate.

The 20, 25 & 30 level spells are Mass–but in game use to buff 25-30 targets is limited. There are a few blank slots, but in my mind the real issue is trying to differentiate the same spells into different categories. Having Resist Light, Lightarmor, and then Lightning Armor is confusing and doesn’t allow much progression.

Overall, the list can be consolidated, improved protection at high levels and needs a good increase on the 50th lvl spell; either make it 1 target/lvl or increase the protection a bit.

Essence Hand. Calling Seal Team 6 Sniper group. The 50th lvl spell, Aim True is perhaps one of the most deadly spells available to Essence users! The spell automatically does max damage, “E” crit with a missile attack. (for large or superlarge it does a slaying crit) Sure the caster has to touch the shooter, but a group against 1 opponent or just a few opponents could make swift work of any adversary. Too powerful?

Spell Wall. The definitive list for protection v. magic. How good is it? The 20, 25 and 30 lvl spells provide +50 v a specific realm magic. Not too shabby…but…it’s 1 target and concentration only. Sad. Or the caster can just utilize Protection V which provides +25 RRs v. ALL REALMS and is 1 min/lvl. Which one would you choose?

Dispelling Ways. A far better list than Spell Law? Dispel XX Sphere creates a moving barrier around the caster that causes any inbound spell to make an initial RR before proceeding against a target in the Sphere (and then requires another RR). Those are good odds…but the caster has to concentrate the whole time. The 16th lvl spell creates a sphere with a RADIUS of 100′!!!! These need some work I think. The 17-19 “Un” spells strip spell casting ability from casters and items for 1 day. That’s pretty good.

Rapid Ways. The 50th lvl Mass Haste provides 50 rnds of Haste (no after penalties) of DOUBLE action. This one is a no brainer! Use this with Aim True and you have a killing machine.

Shield Mastery. Putting aside the issue that Essence Hand and Shield Mastery are doing the same thing (telekinesis), and that the instantaneous but contingent use of these spells creates huge game mechanic issues, is this even a good spell list? I think a lot more can be done. The 50th lvl spell is cool, but how practical for actual game play? Will the caster encounter that much missile fire? Will they be willing to cast this spell every round to the exclusion of all else? A better 50th lvl spell would be 1 rnd/lvl duration vs missiles within 5′ of caster (or target). That would be a great player buff and worthy of 50th lvl.

Spell Enchancement. Rubbish and breaks spell mechanics. Easier and more logical to scale range, radius or duration by PP expenditure than some “spell for a spell” list.

Spell Reins. Not many spells on this list, and really should be combined and improved with Spell Wall. Some good spells, but the 50th lvl, like Shield Mastery only works 1 round. How many possible spells would be directed at a caster during actual game play? Sure in a battlefield with tons of mages it might be useful…this spell needs a duration.

Spirit Mastery. The 50th lvl spell allows you to cast 1 spell/rnd..but only 10th lvl or lower. So this is really only a “economics” spell–it just reduces PP cost but locks the caster into only casting these spells.

So out of those lists, the 50th lvl spells for Essence Hand and Rapid Ways are awesome, but the others are either good spells but too limiting or just not very useful. Feel free to check out BASiL lists for my solutions to these spells and lists.

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#RPGaDAY2017 5th, 6th & 7th

This is the next instalment of my RPGaDAY month.

5th Which RPG cover best captures the spirit of the game?

For me it has to be the original Call of Cthulu from way back in 1981. For someone whos entire experience of RPGs at about that time had been D&D and a bit of Boot Hill CoC was like nothing else!

6th You can game every day for a week. Describe what you’d do!

I am a big fan of ‘bitesize’ rpgs. When my PBP game was running I would dip in an out of that two or three times a day updating players posts and in the game I was playing in updating my actions.

My main Face to Face game I don’t think I could play that every day. There are just too many alpha male personalities in the group. We play for long weekends normally and that is about the limit before we get conflicts forming. We have been friends for over 30 years so everything gets forgiven and forgotten but a week would be too long.

Running this blog and all the other RPG related projects on the go makes it feel like I am almost playing at or with something every day.

So if I was to play every day then it would be an experiment of playing via Facebook messenger with an almost real time where the characters had a week to save the world. The players would be able to update their story at any time and I would do my best to reply as fast as I could. For me it would be most probably a week of sleep deprivation but it would be a memorable experience!

7th What was your most impactful RPG session?

This was a session where almost nothing happened, action-wise. The characters had been tricked into killing the dwarven queen of the iron hills and her bodyguard. We had then landed in a dwarven jail awaiting execution. As characters were were immensely powerful and could pretty much have walked out of there at will. The characters started a debate, it was obvious we were going to escape as we were on a quest to save middle earth but what do we do if confronted by dwarves? We were guilty of the crime we had committed but we were innocent of criminal intent and the world needed us. Do we take any more lives? What if it became unavoidable. We had an excess of righteous paladinic characters in the group alongside some rather more pragmatic characters.

The debate raged on for several hours, never once did anyone break from being in character and we had no NPCs with us. The party had only male PCs and female NPCs and the cells were split along gender lines. The GM did nothing for all that time except sit back and occasionally  correct a factual error in someones statement if the character would have known the truth but the player had forgotten.

Eventually the escape did take place and only one dwarf died and that was an accident, quite literally as a result of a failed moving manoeuvre.

That was pure ‘role playing game’.

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