Player Character Downtime

Rolemaster Logo

There have been three mentions of this recently on the Ironcrown forums. How do you handle the time when the player characters are not adventuring? This is also part of the problem I have with sea voyages as I was writing about recently.

The discussions I mentioned involved playing an alchemist who by necessity requires great amounts of time to create magical items, characters that take to crafting or mining and simply healing time for fighters. In my case I was thinking of enforced inactivity while on a boat or ship.

The easy option is naturally enough to hit fast forward and say two weeks later you are all healed, the alchemist makes his spell casting rolls  to see if he was sucessful, the crafter make their craft rolls and so on. You then get on with the adventuring.

In a one player/one GM game you can easily jump days, weeks or even years and no one will mind. You can just as easily roleplay every minute of every day. There was once a brilliant session we had where the party were rightly accused of a hideous crime but it wasn’t really their fault. They did kill the dwarven queen but the queen and her body guard were covered by an illusion so they appeared as Uruk Hai. Once the illusion was lifted it was too late, the queen was dead and her dwarven body guard were not in a listening mood. I was playing a fighter and I really did my best not to kill anyone but I even accidentally killed a couple of the bodyguard. I was limiting myself to ‘A’ criticals and still managed to roll a straight 00. I didn’t even draw my Falchion, that was with martial arts rank 1. When things are going against you there is nothing you can do.

Anyway, it is really hard to escape justice in a magical world and we ended up in a dwarven prison cell. Half the party wanted to bust out and anyone who got in the way had better be able to take care of themselves. Myself and one other were dead set against taking any more dwarven lives. The arguement raged back and forth for 8 realtime hours and was carried out entirely in character. An elven PC was suffering a curse that he always belived anything that was stated as a fact so we had to be really careful not to make ascertions too strongly or the elf would change his opinion and swing the vote the other way.

The end result was that only a few additional dwarves died and the Iron Hills are not on my list of holiday destinations.

We really tried not to kill anyone but some characters will take in on the chin and turn the other cheek and others will rip your head off and kick it down the corridor.

The point is though that the entire session ened up being 8hrs of just talk, effectively downtime with the party locked in a room followed by 2hrs of on the hoof escaping. If we had fast forwarded through the debate we would have missed one of the best scenes in the entire campaign.

There are other considerations here. If you hit fast forward only good things happen. If as a GM you say “OK six months pass and your business fails, you loose your house and you are about to be chased out of town by an angry mob who you owe thousands of silver to.” the player may be upset. That may be the logical result of the player trying to use very poor skills to achieve the impossible but the player would not accept that result. The flip of that is what happens when only good things or nothing happens?

Our alchemist having aquired all the necessary components in the previous adventure presumeably make a couple of rolls and walks away with a free magic item.

A mentalist does not need spellbooks and libraries to research spells, just meditation so during the same perriod all the pure and hybrid mentalists walk away with new spells.

Channeler only need to pray to research new spells so they get a free gift too.

Essence users cannot research new spells so easily, they do need research materials, libraries and possibly mentors but on the other hand if they have rune paper they could fully ‘charge up’ all of it with their most useful spells. Normally this is a risky task out on the trail as to create a 5th level rune takes about 15 power points. The result is that if the caster does that last thing at night and then gets disturbed or attacked he or she may be seriously depleted in power the next day. That way it can take weeks to replace the scrolls used up in a single encounter or adventure. My illusionist uses scrolls a lot for movement type spells from fly to change self and also for spell extension spells. Airlifting the party a long distance can pretty much wipe out his stock of runes.

The crafters on the other hand gain a lot of sellable assets or pure money. I don’t know about your games but I often find taking money off the players is harder than giving it to them. That is the problem with treasure hoards, they tend to be full of money.

The fighters on the other hand do not gain a lot from these extended enforced rests. Yes they heal their wounds and you be able to say, yes you can learn that new skill because you found a trainer while you were in town but that is still not much of a gain.

This is one of those things that I have never really been satisfied with how to handle it. A pure adventuring party is easy but the non-adventuring professions such as labourers through to alchemists do complicate the issue as they do need that down time to use the skills that are the reason for their existence.

You never know when you are going to need an army of mounted archers!

British Horseback Archery Association National Championships 2015
British Horseback Archery Association National Championships 2015

This is the sort of thing we get up to on a Sunday morning down here in deepest darkest Cornwall. When most people are reading the paper or having a late breakfast we are training the next mongolian horde. You never know when you are going to need an army of mounted archers!

It is one thing to discuss on the ICE forums whether this combat round model is realistic or not and (see the Beta 2 Arms Law discussions) it is quite another to see people who really can do these things for real. The thing is that role playing games are just that, a game. They are not realistic. If they were then characters would probably take a single hit and then roll around on the floor crying out for you not to kill them. No one is going to take a full on strike from a battle axe and then carry on adventuring for three more days!

In the same way what I was watching yesterday was not combat but sport. Yes they were drawing and firing five arrows in less than 12 seconds but they were not drawing the bow sufficiently to penitrate armour (mind you it took two people to get some of the arrows out of the wooden stands), they were not firing at dodging  and evading targets either.  On the other hand they were cantering unfamiliar* horses with no hands.

The point of this is that we get to pretend we are horsemen or women or warriors but it is actually very easy and relatively cheap to do many of these things for real (as long as you do not want to go running around killing people). You should look out for events and opportunities to give these things a try. I hope to be able to post a photo of me doing this in the new year!

*Horseback archery is carried out using a pool of horses which you are alloted by random draw. You do not get to use your own horse even if you have one. It is one of the things I like about the sport. The entry point is very low. The same is true of the Modern Pentathlon, another sport I am interested in.

We love our Giants

Rolemaster Logo

I have spoken about giants and the local legends before in When is a rock not a rock? Now it just so happens that I encountered a couple more giants last weekend then they deserve a bit of an honourable mention, especially as they stood still long enough for me to catch them in a photo.

Giant-Hiligan
It appears out first giant has just woken up and could be in a bit of trouble. I think I read somewhere that the head represents about 1/7th of the entire body so the bit you can see was about 5′ and was half his head making him approximately 70′ tall if he stood up straight.
mud-lady
Out second lady giant is considerably smaller at a meer 35′ tall and somewhat more shapely than her male kin. Obviously both giants have been slumbering sor quite a while which is why nature had almost entirely concealed them.

Giants are cool. They make a complete mockery of most parties battle formations. For most spells if you are close enough to fire a spell at them you are close enough to get hit with a pretty big rock by return post.

In my world I get to choose from a whole host of giants from the Arcane and Cyclops which are fairly distinctive to (and this is a pretty give list) Cloud, Desert, Fire, Fog, Formorian, Frost, Hill, Jungle, Mountian, Reef, Stone, Storm and Wood Giants plus Ettins, Firbolg, and Verbeeg.

In the RMU Creature Law (I know, I just couldn’t keep away!) you get a selection of the most common eg Cyclops, Cloud, Fire, Frost, Hill, Mountain, Stone, Storm, Forestand Water Giant plus three known as Minor, Normal and Major. In RMC you get same cast as RMU.

So who has the toughest giants? The answer has to be RMU giants kick arse! The reason being is magic. In AD&D giants did have inate abilites and there was always a chance that a giat has a low leve cast with them. In RMC wach giant has a couple of spell lists (up to four lists for Cloud Giants) but RMU Giants are incredible spell casters with the king of the heap being the Mountain Giant with 14 spell lists to pick from all to the giants level.

Reading the RMC and RMU giant monster descriptions I am reminded somewhat of the original Greek myth variatons of the giants rather than their Norse brethren but most of all I was really impressed with the reworking they have recieved in RMU.

But what about the missing giants? The Jungle Giant, Firbolg and Verbeeg etc.? These are going to be pretty easy to convert over for my game if and when I need them but now I have refreshed myself with the Rolemaster image of giants I think I may be giving them a bit of a shot in the arm and a general beefing up. Now that has to be a job for a lazy summer afternoon.

I am avoiding RMU! (and the missing subterfuge skills!)

Rolemaster Logo

You may have noticed that I have not mentioned that much about RMU. The truth is that I have had a collegue on annual leave, I have had to go on 6 sessions of full day training, I have been away my self (a paintballing weekend) and various other demands on my time (blame the Greeks). I simply have not had time to read the books in the detail they deserve and conversely there is a really detailed discussion going on on the ICE forums that is far better than anything I could write with the added advantage of feedback from the actual authors.

If you want to know more about RMU then head over here http://www.ironcrown.com/ICEforums/. I will deal with each book in turn when I have the time to do it justice.

RM2 vs My brand of RMC

One of my PBP players today asked me where have all the subterfuge skills gone. RM2 players are used to having dozens of skills detailing the minituae of every aspect of life it seems. For example they have Build Trap, Set Trap, Detect Trap and Disarm Trap in addition you can learn Trap Lore to give you a knowledge base to work from.

In my world I still have Trap Lore but the only skill for traps is Disarm Trap. As I explained to the player if you are looking for traps and it is a trip wire or pressure plate sort of affair then Perception is the skill to use. Just tell me what you are looking for and roll the dice. If it is a complex lock mechanism that you are studying in detail and you want to know if it has an embedded trap then the Disarm Trap skill is suitable.

What about the building and setting of traps? As I see it if you are relying on a trip wire or noose then I would use rope mastery, if it is a snare to all intents and purposes then why not use a foraging roll? If it is none of those but you can explain to me how you want it to work and how to set it up then I am good wth that. Not everything has to have a roll but if there is a chance of failure then we have 10 stats we can use. I am inclined to use a different mix of stat bonuses from case to case depending on the design of the trap. Some will require a more reasoned approach others nimble fingers and a steady hand. Trap Lore would come into this as well. If the principles are well know and obvious then a knowledge of Trap Lore will warn you of some of the common reasons for failure and tips to aid success.

So is this Build Trap, Set Trap or Foraging?

So the most important thing is what are you trying to catch? If the answer is a rabbit then using the trap above is without a doubt foraging. If you want to catch an Orc then under RM2 you would need two completely different skills (Build and Set). Why is that?

Why Remove Skills from the Game?

I am not on a mission to remove skills from the game. What I noticed was that with every companion there were new skills being added. This puts pressure on the GM to give more Development Points each level, makes leveling up slower, makes each RM2 Character incompatible with any other game that didn’t use the same mix of companions and as almost every skills is coloured by how much scope each GM gives it makes playing the game under two different GMs potentially confusing.

Thieves are one of the nicest ‘skills based’ professions there is. They have good combat skills and their skill costs are pretty cheap normaly 1/3 for most subterfuge skills. RM2 then breaks this by adding so many skills that just to build and then set a trap requires two skills (effectively make a cost of 2/6) and two chances of fumbling (a net 10% chance or two attempts at not rolling 1-5 of an OE down roll).

It is not just thieves and subterfuge skills. Spell casters have Spell Mastery but also Spell Trickery. Why? I have rolled both these into one skill. We have different difficulty penalty gradings from Routine to Absurd for a reason. There is no reason as far as I am concerned to constantly break everything down and down into ever more granular skills.

There was a debate on the ICE forums about how many development points (DPs) do GMs give. Up until this current game I have always stuck to the original core rule for development points but I did used to give six free ranks as ‘hobby’ skills. This time I have tried using 25% of the characters normal DPs as hobby skills instead. Chances are I suspect that it will even out as pretty much the same but I would not be surprised if the the characters end up more limited by this method. I am thinking that if a character has just DPs to spend they are more likely to buy skills that are cheap for their profession. With a flat 6 ranks to allocate then you can pick from across the board of secondary skills irrespective of cost.

Rolemaster Lore

Rolemaster has ample scope for individualising a characters knowledge and learning from any possible background or upbringing. You can have as many Lore skills as you like and as many Craft skills as you like. This I do not have a problem with. I think it is one of the great things about rolemaster that every character cn be so unique AND true to the players vision. What I do not see is a cnstant need to add ever more skills or bloat to the a game system that already allowed heroes to be exactly what the players controling them envisioned.

RMU Beta 2 Spell Law

Rolemaster Unified Spell Law
Rolemaster Unified Spell Law

Now this is a different beast!

Everything I disliked about Creature Law does not apply to Spell Law. It looks like a professional, high quality product and give or take the odd rough looking table, it is. It is still a weighty tome but you have to look at it from a players point of view and a GMs’ point of view. As a player you could easily print off just your spell lists and you would have one page (sometimes two) per spell list and you get all the parameters, spell descriptions and any applicable notes that are important. Every spell list stands on its own two feet. This necessarily means that the spell list section if physically large but you do not have to read it all back to back.

As a GM the supporting material for magic has to be great enough to actually be supportive. Rolemaster illusions are absolutely amazing magic and much better in RMU that it was in RM2 and RMC. If you are coming from the D&D world then you need that detail on illusions as they are nothing like you are used to. This spell law still has the utterly rediculous rule that the weight of the illusionist specifies the weight that can be bourn by the illusions. Never trust the halfling illusionist but the obese guy in the corner may be in danger of a heart attack but his illusionary bridges are amazing. Under the RM2 creatures and treasures there was a most potent artifact (slippers) that allowed illusionists to stand on their own illusions, now illusionists have this ability for free!

I am pleased to see ritual magic wrapped into the core magic rules. I love rituals and having a coherent set of rules that apply to both players and evil villains alike is cool.

All in all I would say this book is a natural progression from Beta 1 and a marked improvement. There are lots of little changes, each quite minor but the sum of all of them is significant. There are bits of RMU I have already adopted into my normal play because they quite simply were good ideas well executed and this holds true.

The thing I am most interested in seeing is how Action Points work. they are briefly mentioned in Spell Law but are part of Arms & Character Law which I am only just starting to read now. It sounds to me like the initiative rules have take a major revamping!

RMU Creature Law First Impressions

Copyright; 2002-2014 by Aurigas Aldbaron LLC. All rights reserved. No reproductions without permission.

RMU-Creature-Law
The new public playtest editions of RMU are monsters. Creature Law weighs in at 898 pages (Spell Law is now 475 pages) and to do them any justice is going to require time to really read them. That said I thought I would share some first impressions and first up is Creature Law.

I am really pleased to see the inclusion of the genric NPC tables. In old versions of Character Law there was always a table that gave you each profession and typical stats and skills at 1st, 3rd, 5th level and so on so if you needed a quick NPC you could just lift one off the page. Well this is now back and it is better than ever before. They are now called Archetypes and they have been developed for every level from 1st to 50th. Rather than having a list of Magicians from 1st to 50th and then Thieves 1st to 50th now you have generic descriptions such as Offensive, Defensive, Skilled, Semi Spell User and so on. The advantage to this method seems to be that however many new professions* the powers that be decide to add to the game these tables should continue to hold true.

Staying with the Archetype tables this gives me something else that is valuable. When you are creating new PCs for the first time with a new ruleset, having a benchmark you can measure your creation against is a useful tool.

You are not going to buy Creature Law just for a list of generic NPCs. You want monsters and lots of them. This leads me on to a negative point. Creature Law does not look or feel like a second beta version. What if feel like is something any one of us would cobble together in word if you were making a load of new monsters for a particular game. The tables of stats are all over the place. It just feels like a mess. Worst of all the terrible terse enviornmental codes still exist. I do not know anyone who likes these and these days they serve no purpose except to make the book hard to read, understand and use.

All in all I would say I am disappointed at first glance. This book simply is not of the same quality as the other RMU works to date and feels like someone was ruhing to get their homework in on time.

To sum up, great ideas but terrible execution.

* I get the impression that the intention is after the initial release of RMU core rules is to release companion after companion. I understand that the percieved wisdom is that every company has a need to continue to generate new sales but the main criticisms of Rolemaster has been that it is too complicated, has too many optional rules and too many charts and tables. Following the same route again that taking a new set of rules and then adding in more and more options, complications and charts just seems to be repeating the mistakes of the past.

Unified Rolemaster Beta Two is coming!

Rolemaster Logo

At the beginning of month we had the usual director’s briefing from Nicholas Caldwell at Guild Companion Publications. This month (June 2015) we were told that Beta 2 of RMU is almost upon us.

Three days ago they tweeted that the second beta is coming soon. I really hope they are beating the drums in preparation for the release.

ICE-Tweet

 

 

What is slightly worrying is that we have had RMU beta one since 2012 and issues are still coming to light now, the most recent I can remember being the way healing magic works. I myself only just noticed that Spell Law has introduced material components, of sorts, for Wall spells for the first time. You cannot cast a wall spell unless you are withing 50′ of a piece of the material you want the wall to be made out of. So no water walls more than 50′ away from a water source, no walls of wood in a desert and so on.

The initiative and round sequence got people agitated last time and if it isn’t changed then it will end up as something most poeple will ignore or house rule around, I believe. I find it just too cumbersome to use at present and slow. I am all in favour for light and fast in my games. If they have changed the initiative and round sequence then that will require serious examination. This is always going to be a thorny subject for the RM community as it seems that the creators have a desire for accuracy and real world modelling that is not necessary shared or matched by the actual players.

For RMU to succeed it has to be the game system that draws in tens of thousands of new players to the game. RMU Beta 1 was not that system (again, in my opinion).

Another achillies heel for Rolemaster is that it is such an fantasically flexible system with its modular approach that for the existing user base it is perfectly possible to take what they like from RMU and integrate it into their current games without having to make that commitment to buy the new system. I have already done this to some extent. I really liked the idea of the Vocational Skill and I am now using that, I liked the experience system so I am using that and I like many of the spells in spell law and I am encouraging players to research them and I will research RMU spells in a game where I am playing. Really RMU can be reduced down to nothing more than another companion or set of companions from which you can pick and choose what you want to integrate into your world.

There is no way any RPG games company can force people to upgrade to a new version and very few of us will because we have invested too much in learning the exisitng rules, buying the books and creating our worlds around those rules. To throw it all away is a lot to ask just to buy a new set of rules designed to achieve the same objective but without all the community support that is out there right now.

What I have not seen yet is a USP orUnique Selling Point for RMU that is going to go out there and grab the next generation of table top gamers.

Multimedia, multi-screen or multi-device?

Bearing in mind that we are still only waiting for Beta 2 and nothing is finished yet maybe what RMU needs is to take the Unified part and take it off paper, so on release day make sure that there is an RMU combat minion, RMU ERA and even RMU fantasy grounds module.

I have made a fairly simple pdf of all the most commonly used GM charts (base spells, RRs, MM and SM tables). I have this on a tablet pc when I am GMing and it saves me about 50 book checks every session at least. It is just a flick of a finger to scroll through all the most commonly used charts.

None of those components are required but if you want to go electronic then they can make life easier. I have all the rules for my game, every npc and all my adventure notes all saved in dropbox and therefore on my PCs, phone and tablet. It doesn’t matter where I am, I can answer player questions or create an adventure.

I personally do not think that is enough to grab an entire new generation of players but it is a step in the right direction.

Springtime for Magic Users

Interestingly I have noticed that my fellow GM and I have been discussing magic users of all varieties and how they get their spell lists and on the Rolemaster forums there has been a rather heated debate on the new RMU and about how the spells that spell casters can cast define the archetype of that magic using profession and whether they should be able to learn lists normally reserved for other types of spell caster.

In Rolemaster spells are learned in lists and these lists fal into three strata, Open lists are open to anyone, even a fighter could attempt to learn some spells from open lists. Closed lists are reserved to the pure and hybrid spell casters. Base lists are defined for each profession or character class are are reserved to that profession. So an illusionist and a magician are both pure essence users so they could choose from the same open and closed lists but the magician can choose from up to 6 magician base lists and the illusionist from the illusionist base lists. The magician does have access to a lesser illusion list so illusions are not the sole preserve of the illusionist and the illusionist can manage some minor elemental attacks (Shockbolt and much later Lightning bolt) utilising his light based list. A cleric has clericy base lists and a ranger has rangering base lists and so on…

In the flavour of Rolemaster I play (RM2/RMC) a spell list does not necessarily have a spell for every level, some do but most do not. I have encouraged my players to research their own spells to fill these missing spells. This makes each spell caster unique. Also I make learning each spell list difficult and relatively expensive. This gives spell users less lists to choose from and as a consequence they ake better use of all the spells they do know and makes researching your own spells even more important. My fellow GM is more generous with learning spell lists so spell casters have more spells and more higher level spells and spel casters tend to throw more higher level spells piking from the top strata of each list. It is not uncommon in the other game for a spell caster of high level to know every possible spell that that character could possibly cast. This has never happened in my game and almost certainly never will.

Getting back to the RMU discussion the starting point is somewhat different. In RMU you do no learn an entire block of a list at once but spell by spell. You learn as far up the list of spells as you want and you can learn from multiple lists at once. You can also learn at least in principle spells from other professions base lists. Another difference is that list has no empty slots. The basis of the argument was that the base list system built very high walls between the different magic using classes and that as a consequence all mages were going to be pretty much identical and if you had a visiion of playing a mage that could control the weather, a spell list normally reserved for channeling users such as an Animist then you simply could not mix and match that within the core magician profession.

I think the real flaw is the way in that the spells are learned. In RM2 it would cost you 20 development points our of probably pool of 35 points to learn the list that gives you invisibility , and another 20 points to learn the list that allows you to fly and another 20 to learn the list that allows you to detect magic. These are three pretty core magic user abilities. As the character goes up levels then the invisibilty gets more powerful covering greater areas with the cloak of invisibility, flight get faster and starts to encompass teleport type spells and the detection spells get greater ranges and the number fthings that can be detected such as curses, living things and so on.

In RMU on the otherhand you only need to learn the first 4 spells to be able to go invisibly, the 5th level spell to fly and the 1st, 2nd and 3rd level spells to be able to detect all three realms of power. The total cost would be 24 development points and a character gets 50 points a level. The option to get a really wide base of just enough spells from every possible list means that characters hit these walls defining the profession really quickly.

Because the primary way of defining a spell casting class in rolemaster (all flavours) is through the base lists available to them in RM2 we ended up with about 70 professions if you used every single class in every single rolemaster expansion and companion. I suspect that RMU will rapidly go the same way.

It is interesting, I thought that the most heated discussions on magic both occured at about the same time but as they say Spring is  meant to be the most magical time of the year!

Rolemaster and Faerun – A little Background

Rolemaster Logo

I thought I would share a little bit of background as to why I am so interested in Rolemaster and Faerun. The game I am running is not your usual Friday night gaming session. My players and I get together just twice a year for a gaming only weekend where we manage about 30hrs of pure roleplaying once you take out the time needed for sleeping and eating. The next of these mammoth weekends is just eight days away and I have been working up to this session since November last year.

The game is set in Faerun as you know and after the time of troubles. I have never played a game in the forgotten releams before but I do own a lot of the materials, picked up cheaply second-hand, and none of my players have adventured in there either. Due to the infrequency of the gaming sessions I wanted something that would keep the game alive between meetings. There are so many forgotten realms books now on kindle for free or so cheap as to be almost free

Forgotten realsm books on Amazon
14 books fo 99p or if that is too expensive then you can have books for free.

that both my players and I could read about the world gaining in our understanding of the setting and its lore.

My players are familiar with Shadow World, a native Rolemaster game setting, and one of the features of Shadow World are Eassence Storms. Faerun after the time of troubles had areas of wild magic and for me I can make the two almost synonymous and give my players a point of reference they can identify with.

I hope you can see that as a setting the realms is an incredibly easy option even if like me and all my players you have busy lives and obligations and cannot devote the hours and days required to create a believable and rich bespoke gaming world of your own. I honestly believe that if you have never visited the realms and you are planning on starting a new campaign then it is definitely worth your consideration.

If you are coming from the D&D world then as a transition to Rolemaster it is easier to have as many familiar points of reference for your players and again the realms can serve you well. Not every monster or race has a direct one to one equivalent but that is one of the things I am addressing here. I am creating the Rolemaster statistics for anything I find in the forgotten realms that I cannot find in the Rolemaster rules and more importantly I am going to create them for the forth coming new edition of Rolemaster, Rolemaster Unified (RMU).

I have up until now been holding some things back. These are creatures and such that my players have not yet met and I do not want to reveal before the game session coming up just in case they stumble upon this blog. They do not know I am writing this and I am not going to tell them. Once they have met/defeated and have the measure of the next new monster on the menu then I will happily share the stats with you all.

I will of course share with you the parties progress as they get on with their adventures.