Invocation & Sanctification. Expanded Channeling in your Shadow World campaign.

It’s been a while since I blogged about Channeling, so I thought I would revisit one topic and discuss another: Invocation and Sanctification. As I’ve discussed, the Channeling Realm raises a lot of issues about setting, spell access and the role of Dieties that aren’t present in the more agnostic realms of Essence and Mentalism. That’s one of the reasons that Peter and others have just eliminated the Channeling Realm and rolled it into Essence. Again, this is really driven by the metaphysical underpinnings of the setting.

Shadow World, however, does have an established pantheon to connect to the Channeling Realm and Rolemaster suggests that Channeling spells are “passed” to the spellcaster, or at the very least, a god gives tacit approval for spellcasting of higher level spells. This raises a host of issues: the behavior of the caster, their role in the religion, the difference between “Clerics” and other members of a religion.

For example, members of a religion could be broken down to a number of types–here are just a few examples:

  1. Follower. A regular person that believes/follows a specific gods and attends the local temple/church. Should/could a follower get access to Channeling spells? Maybe low level Open lists?
  2. Administrators. A religion doesn’t run itself, and high level “management” may not actual perform ceremonies or other priestly functions, but are still elevated worshipers. Should they have Channeling spells?
  3. Priests. When we think of Priests/Clerics in RPGs we think of travelling adventurers representing their gods, not Clergy that stay in a church or temple and perform religious ceremonies and “tend to the flock”.  If we make that distinction, RPG Clerics are more “Pilgrims” than “Clergy”, and as such should have different types of spell lists.
  4. Monks. Devout, monastic followers of a god are typically represented as martial artists, but religious monks could be scholars, seers, astrologers as well.
  5. Holy Warriors. Paladins are the common trope, but Holy Warrior could be any warrior granted special powers by the God.
  6. Chosen. A God could bestow or grant powers to any follower or believer in return for obedience. These powers will probably depend on the task or purpose.

So what does all this mean? Channeling spells could be granted to a variety of worshipers based on their role in the church and the needs of the God. This a very different criteria than standard RM spell acquisition.

Given all that, we utilize two other aspects of Channeling.

Invocation. It seems apparent that any follower should be able to pray to their god for aid. This is no different than an athlete whispering a quick prayer or plea before a game or challenge. This might be a general prayer or a frantic call in a dire situation and IS NOT a spellcasting. Of course, there is no guarantee a God will respond, and if they do, what that response looks like! Leaving it up to a GM is too much a deux ex machine–an easy way to bail players out of a bad situation. That’s why I use this CHART and also further guidelines based on the various Kulthean gods. The major factors are the devoutness of a character, the personality of the god, and the frequency of such pleas.

Sanctification. The second aspect of Channeling that we use is the concept of “Blessing” a holy place; making it sacred to a particular god. Mostly this is done at holy temples, churches and shrines. Sanctifying a place does several things: it allows easier casting/praying for followers of the specific God and it makes it harder for followers of opposing gods to cast spells in a sanctified area.

Here is an example of a Sanctify spell from BASiL:

7. Sanctify I – This spell will make an area/altar/shrine “Holy”. The caster will recieve +10 to Spell Casting, Rituals or Invocations, and followers is the area will receive the benefits of Bless I and Prayer I. The spell must be cast once/day/lvl to prepare the area. Caster can only have 1 Sanctified location at a time.

Invocation gives players a mechanism to relate to their chosen Diety that impacts gameplay. Sanctified areas can dramatically increase the power of Clerics in their own temples and greatly reduce the power of others on the same ground. Both, can add depth to your Channeling players in your Shadow World adventures

 

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Where to Start in Shadow World. How about Gryphon College in Jaiman?

Shadow World is well stocked with interesting groups and organizations: Navigators, Loremasters, the Iron Wind, Cult of Stars, the list goes on and on. But what organization might be accessible to, and make for a good starting foundation for starting players?

Tucked into the module Jaiman, the Land of Twilight is a good candidate: Gryphon College. Gryphon College is a small monastic school that hides a secret: the institution is a façade for an intel gathering and strike team force working against the Unlife. The college hosts around 100 students, but a smaller elite group of 14 make up the Gryphons. It’s assumed that the college draws from the student body to staff this force.

This is a great premise for a starting group. The college becomes the reason for the players to meet and group up (and learn starting skills), and the hidden machinations of the school give the PCs opportunities to go on missions. Perhaps this starts as seemingly innocent errands, but eventually gives the players an opportunity to join the ranks of the Gryphons!

So, what are the Gryphons? They are goddamn Batmans! Each Gryphon is equipped with mechanical wings—jagged bat like apparatus that allow them to fly and they have small wrist mounted dart guns. Give them functional black leather armor and utility belts and you have a squad of Dark Knights. I can imagine a number of other gadgets, magical devices and alchemical tricks that could add to the overall cool factor.

So let’s review, starting the players at Gryphon College:

  1. Bases them in Jaiman which is supported by numerous supplements and key events in the Kulthean timeline.
  2. At a college, allowing players access to learn and train in skills both magical and mundane.
  3. The college fights the Unlife, so allows a great premise to send the group on missions.
  4. The college it tied up into major events in Jaiman, which provides a great gateway into larger campaigns.
  5. The college has the Gryphons, which would be a cool organization for the players to be members.
  6. Gryphons = Batmen

If you are curious about playing in Shadow World, and want to know where to start, pick up a copy of Jaiman. Used copies are always on eBay and Amazon.

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Legends of Shadow World: Building a 50th level adventure group.

Tuesday night my gaming group ran the first chapter of the 50th level adventure I’ve been working on. Overall, it’s a 3-part adventure: chapter 1 is the introduction, in chapter 2 the plot is revealed (mostly) and chapter 3 is the grand finale. Each chapter takes different skills and strategies, but based on Tuesday’s game I’m not sure the current group can survive and make it to the end!

The adventure is meant to be a stand-alone campaign or tournament module to really test the system limits of Rolemaster, show case cool Shadow World stuff and as another challenge here on the Rolemasterblog. “Legends” is predicated on known or powerful Shadow World characters being called upon in a crisis. I wanted to use a group of established Shadow World NPCs as pre-generated characters.

Some basic criteria:

  1. The group should be made up of well-known persons or groups.
  2. The group should provide skills/spells to handle the challenges.
  3. The PCs should be interesting and fun to role-play.
  4. The characters should be around lvl 50.

For all the talk of Shadow World being high-fantasy and high-powered it was difficult to find 5 NPCs to use in the adventure. Here is what I ended up with for the group:

  • Malim Pelax: 41st lvl Loremaster/Magician (I bumped him up a level or two from the Master Atlas)
  • Sumendar: 45st lvl Navigator/Magician –“Guides of Vurn-Kye” (great persona)
  • Lord-Captain Kroger: 48th lvl Paladin (Lightbringers of Phaon)
  • Chomen Drah: 45th lvl Priest of Iorak (with alchemical skills)
  • Jan Jo’drin: 47th lvl Changramai Warrior
  • + 1 NPC, a 12th lvl “Engineer/technician”

On the positive side, I had a Loremaster, Navigator and Changramai represented which is cool, plus Clerics of Iorak and Phaon. On the negative, none were over 50th lvl and using RM2 RAW, no one had 50th lvl spells. Another down side was the class distribution: 2 magicians (although they had another set of base lists), no powerful mentalists and no real subterfuge (which may not be necessary). Finally, not great healing spells and no female characters (though Jan could easily be female).

The group finished chapter 1, which is more cerebral and role-playing than the subsequent chapters..but…they used up quite a bit of resources and may be in for some serious hurt in chapter 2. Even IF they could survive chapter 2, they would be in no way able to complete the final chapter. This could be the RM version of Tomb of Horrors! So, I need to change up the group for more power and if possible, replace my made-up characters with more SW personalities. Here is what I’m thinking so far:

  1. T’vaar Dekdarion. This is a “threefer”: he’s a Loremaster, a Changramai trained bad ass and he’s 61st By using him, I’m bumping up the group power level, combining the roles of Malim and Jan from the previous group iteration, and eliminating the Magician redundancy that we had.
  2. Chomen Drah: 52th lvl Builder Priest (Iorak). Terry doesn’t have too much info on high level clerics so I still have to rely on the work I did on various religions. I’m bumping up Chomen to 52nd lvl plus I’m using the Iorak base list I created.
  3. Lord-Captain Kroger: 50th lvl Paladin (Lightbringers of Phaon). I’m keeping Kroger for now—he’s a serious fighter and representative for Phaon. He’ll have my “Holy Warrior” spells from Project BASiL as well.
  4. Sumendar: 45st lvl Navigator/Magician – “Guides of Vurn-Kye” (great persona) I’m keeping Sumendar for now since I want a Navigator in the group.
  5. Empty slot. Who should it be? A Warlock of Itanis? A Dragonlord as Malim suggested?

Anyway, as I posted in the RM Forums, if anyone has any suggestions for a cool SW NPC that might work in the group, post a comment! If they aren’t quite 50th lvl I can always bump them–even NPCs level up! Terry has created some iconic characters in Shadow World–who would you play if you could?

 

 

 

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I’m Your Greatest Fan!

I was thinking about NPCs today. In particular about NPCs that join the party. I know some GMs like to throw in an NPC healer just because RM is so bloody dangerous that someone needs to keep the characters alive.

I am not a fan of NPC healers. I like having an NPC to give me a voice in the party. I am not sure that is always a good thing.

So, I am there happily thinking about NPCs and suddenly thought “There is a plot idea!” Imagine an NPC that is so entranced by one of the PCs that not only do they want to be in the band but they want to get rid of the others so they can have the PC to themselves.

So I am thinking along the lines of a cuckoo in the nest sort of plot with the NPC as the cuckoo. This could slowly ferment and bubble away under the skin. You could always have the NPC run short of herbs just when they get to which ever PC is closest (emotionally) to the ‘target PC’, or happen to ‘not hear’ requests for healing if it is a chaotic situation.

How soon before you reach a crisis if the healer withdraws their support?

This is an off the cuff thought this morning but scarily this is the second post I have done where the Healer is the bad guy.

Does that say something about me or should we not go there? 🙂

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Professional Gamemasters For Hire. The solution for boosting the RPG community?

After reading that blog entry, I can’t keep thinking about the possibilities around an expansive system for hiring and paying GM/DMs to run games. Curious, I looked up “DMforhire.com” and found a DM in Canada offering his services through that website. Looking it over, it’s clear that John is offering a premium service: props, music, miniatures, theatrical touches etc. John is obviously just promoting himself—what I envision is a “Uber” of GM services. A scalable platform that:

  1. Allows GMs to create an account and offer their services. This would include the types/systems, play style, availability, pricing and a feedback system that rates the GMs.
  2. A scheduling and payment system to allow a GM to host an event that will manage signups and handle payments.
  3. A search function that allows a group to find a GM or an individual to find a game session.

This software solution is already “off the shelf” functionality. A combination of Angies List, Constant Contact and Meetup and some websites already trying to offer part of the concept. This includes sites like: nearbygames.com and rpggamefind.com. What I’ve found is that these “game finder” sites don’t really work—they are not enough content, participants or incentives.

However, I think the issue is not the number of interested games, but the number of available GMs. If you read forums and blog sites you’ll find quite a few articles about the challenges of GMs: finding time to prepare material, the cost of game books, the cost of snacks, players not taking things seriously etc. Being a GM is rewarding, but it can be time consuming and costly. Let’s say that an average GM can charge $5/hr: that’s $25/hr or $150 per day long session. Does that seem like a lot? Maybe for ready to play material, but what if the GM is writing proprietary material, providing appropriate miniatures (and painting them), drawing battle maps and drafting dungeon layouts. 10 hours of prep, 6 hours of game time comes out to about $9/hr. So not great, but if you are a top rated GM that can charge $10-$20/hr/player then it starts to look better.

Almost like a DJ, a GM could build their brand by a combination of hosting games and selling their own content. Would this motivate more people to become GMs, create their own material and work to improve their craft? Is a GM no different than any other performance artist, director or event planner? Is professionalizing GMs the last step to formalizing the RPG economy? A recent thread post over at the RM Forums made me think that this solution addresses a lot of issues that people are just picking around the edges.

Some other possible benefits:

  1. Brand building could allow game companies to target to rated GMs to use their game systems.
  2. By paying, players should get a more professional and polished session.
  3. Since they are paying, players may take their role-playing more seriously, and game sessions may be less prone to distractions.
  4. More GMs mean more game sessions, which boosts active players, grows the community and thus, the industry as a whole.
  5. A more formal structure gives game companies the ability to sponsor top performing GMs. That could entail paying travelling expenses to convetions, new products or even subsidizing their service fee.

I’m not suggesting a “pay for play” solution across the board, only as a supplement to the current hobby. Most parts of this have already been tried: scheduling software, find-a-game websites, sanctioned GMs, and sponsored GMs to participate at conventions. The one piece missing? GMs being paid for their work, effort and creativity. I think it could be a solution worth exploring.

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In Just Seven Days I can Make You A Man!

Tucked away at the back of different versions of Creatures & Treasures are some interesting little add on chapters. In the first C&T that I owned it has the comversion stats for D&D and Runequest. In the RMC Creatures and Treasures it has guidelines for creating your own monsters.

I am a dab hand at D&D monster conversions as I convert from old FR modules to RM all the time but creating new monsters is not something I have ever done.

There are three immediate uses I can think of for new monsters but I only want to discuss one of them here and now.

If your characters have been around for years (such as the hypothetical 50th level characters in BriH’s adventure plans) then they have probably met and killed everything many times over. So how about something completely new?

Trying to find a monster in the book to challenge a party of high level characters is simply not possible. I have never played at 50th level but a small party of 30th level characters, I know from experience, can eat Balrogs for breakfast and have Nazgul for whipping boys. Been there and done that, if not quite literally. Four us us once fought three Dragons simultaneously on the slopes of Mount Erabor. The monsters in C&T simply do not cut it when it comes to VHL characters.

The easy option and the one I have seen most often is to resort to evil NPCs as the end of level boss. These scale well and are the only thing that can challenge a party. 12 50th level bad guys will be a real challenge for a normal party of 50th level characters. The problem is that I guess the end of level boss is always an evil magician or evil mentalist and at that level everyone has all the spell lists so where is the sense of excitement?

Toss in something new and all of a sudden the players do not know how to handle it. So my challenge to myself is to create some adventures around completely new monsters. I have one really cool idea already that is now on my to do list.

So who here has actually made their own monsters?

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Weekend Roundup: May 5th 2017

I’m straight out with projects, but I wanted to get something posted today to maintain our 1 post/day goal for this month! After this month, for the summer, I expect we’ll slow the posting frequency for the next few months so we can finalize the 50in50 adventure challenge and get some other files finished. This would be a good time for guest bloggers, so if you have any interest reach out to Peter.

Every news article is an RPG idea!

If this is true, how much power in a Dragon bite?

Real monsters…are real. And this is just freaky.

Mana from the heavens.

Cool? Reminds me of this book series.

Rise of the Althans…it’s beginning.

Early attempts at Ritual Magic.

Everytime we try to frame the future in a Scifi RPG, reality seeps in…

First it was time crystals…now “Hyper Crystals“….soon “Essaence Crystals”.

THIS requires more discussion or an in depth blog post.

 

 

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Gun Powder in Shadow World.

So, I’ve introduced gun powder to Shadow World. Part of this is based on hints that Terry has made in various SW products and the other is my integration of “Alchemy” into my rule set. I’ve already established that the Essaence affects covalent and ionic bonds (which explains magical materials) and Kulthea is not rich with reactive minerals.

Gun Powder is interesting, unpredictable, and not necessarily a game changer in a world with Elemental Magic, but technology is still progressing. I like the steampunk opportunities in Shadow World, and I like the “Musketeers” angle that can be created by combining simple guns with sword play.

As an ancillary example, someone brought up the “Powder Mage” books on the RM forums. I think you could easily model that world with Rolemaster, but you would have to create a ruleset around the “powder control” displayed in the book. Any of the Magician elemental lists are good templates: rather than controlling an element, you just create spells around detecting, sensing, controlling or buffing using gun powder. The book series also has regular mages—very powerful and would need their own powers or spell lists. Otherwise, in response to that forum post, the Powder Mage setting is easily modeled with RM rules.

Back to Shadow Word. We have ancient tech lasers and energy weapons, crystal power, steam energy, electric zap guns and everything in between. Why not introduce gun powder and guns as a unreliable, but occasionally potent technology? Shadow World Gun Slinger anyone?

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50th level adventures in Rolemaster. Does it work?

50th lvl…the mythical pinnacle of roleplaying achievement. I vaguely recall 1sted. D&D and I don’t recall 50th lvl (maybe it was 20th in that game system?). I do remember looking through Rolemaster for the very first time and thought the 50th lvl spells were so crazy—and cool! It opened up a world of possibilities. After that, MERP modules continued to introduce VHL (very high level) NPCs that continued pushing this perception of Rolemaster: deadly, complex and high level. After that…Shadow World. Again, the inference was that this was a high fantasy world, only populated by incredibly powerful NPCs and organizations.

So, Peter and I are working on a 50th level adventure series. Mine are based in Shadow World, but I’m going to convert these adventures to a generic format. So guess what? Creating adventures can be hard, but creating an adventure for a group of 50th lvl +- adventurers is even tougher!

Some people would argue that RM system rules break down around 15th lvl. Others would argue that the gradual power progression of RM spells, while potent, is not the same progression as the power progression of spells in AD&D—spells like “Wish” make high level Magic Users or Cleric almost god-like. Many 50th lvl spells in Spell Law are just “Laws”: the ability to cast lower level spells 1/rnd. That’s an efficient resource spell, but perhaps doesn’t lend itself to a transcendent narrative.

My first question when starting this adventure design was: “Under what circumstances would a 50th lvl PC even get involved? Not all world threats should, or can be, handled by a “well balanced group” of 5-15th lvl characters. An adventure should be: challenging, interesting and rewarding. Once a PC reaches the heights of 50th lvl, what is challenging? What adventure could possibly be new, novel or interesting? What could be rewarding for a player group equaling 200-250 levels?

We are going to try and find out with our Rolemasterblog 5of50 later this year. Have you run or played in a VHL adventure or campaign? What worked? What didn’t?

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Rolemaster Adventure Hooks: Head Fake or Trope Embrace?

If you are a regular reader here than you probably know that Rolemasterblog is putting together a challenge of writing 50 Adventures in 50 Days! These are short adventures or “hooks”, and while there is no such thing as a new idea, I think that Peter and I have come up with some twists and turns that add depth to a one dimensional challenge.

For me this is an exercise in both creativity and discipline. I try to outline an idea every day or two and work to add an interesting element to give it some “flair”.  What I have found is that I’m torn between embracing classic RPG tropes and trying to come up with something new and novel. As much as I want to avoid standard adventures ideas, there is something appealing about an old fashion dungeon crawl or fortress layout! But I also enjoy subverting classic tropes and messing with my players assumptions!

Hopefully, people will enjoy the Rolemasterblog creative content–even derivative ideas could spark your own creative process.

 

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