Five Days until next Game Session plus traps and puzzles

Next weekend I will be running my next face to face game session. I have read over the game notes and the adventure module. I have just decided that the main trap/puzzle that the players have to solve I don’t like.

Lots of these old D&D modules have magical traps and puzzles in them which seemed fine when I was 14years old but now when I look at them I just don’t like them. Dare I say they are a bit silly? So I need to come up with my own replacement puzzle (in this case it performs as a lock to get deeper into a magicians tomb) that I feel comfortable with and gives a more serious tone to the adventure.

For this I think I want to construct something based around an astrolabe. I thought I was on a winner and being original until I did a Google images search and the top results were all for the Game of Thrones astrolabe. I read the books a few years ago and the idea must have stuck. What I did discover was that an astrolabe was not actually what I was looking for. What I was imagining was actually an Orrery.

An Orrery

Now, an Orrery is a great basis for a puzzle and seeing as the dead dude in the story was actually an alchemist the creation of a magical orrery is entirely consistant with the story and the world.

I am intentionally not giving my players any permenant magical items at the moment just scrolls, potions and single use items. One reason being that in a previous campaign I played in the game became completely overshadowed by the magic items the characters carried. To some extent it became that we were playing the equipment list not the characters. The other reason is that single use items force the characters to make choices. The item is used now or later but it cannot be used both ways. The only items that have are healing, the most powerful of which is a scroll of life giving, a single use bring a dead character back option. I like that one because it gives me the option of killing a character and knowing that it wil not be final.

Anyway back to the Alchemist’s tomb. I cannot tell you the actually trap/puzzle I intend to use as I am sure my players read the blog. What I have said here is not a spoiler for them as they have already know to expect something and its size and positioning will tell them exctly what it is when they see it.

Going right back to the beginning I have noticed now that in every D&D module I have converted over to Rolemaster I have removed either traps I think are immature or monsters that I simply cannot believe could have evolved or anyone would have created. The very first of which was the Gelatinous Cube. In the first game I ran for my players when they came upon a trap their first reaction was that “Oh this is a D&D adventure it wil be filled with silly traps.” It also brought out anecdotes about dungeons that had been ‘abandoned for centuries’ with corridors filled with locked doors behind which were two hobgoblins. How did they get there? Who fed them for the past 200 years? What were they waiting for? Needless to say I very quickly scanned through the adventure for any such room or other silly traps and I didn’t find any, thankfully.

Assuming we all started roleplaying with D&D back in the 70s and 80s we must have been much more accepting then or is it that I am now much more intolerant?

Get into Character

In Brian’s post [Shadow World Deux ex machina: Gods or Loremasters?] he mentions ‘time-strapped GMs have to rely even more on prepared materials and modules’. It is not only us poor GMs that  don’t have the time that we used to. As you all probably know I am one of those GMs that only gets to game a few times a year when the gang all gets back together. It is hard for my players to get into character at the drop of a hat if they haven’t played the character for four months or more.

To that end I have been asking around (mainly on twitter) about ideas to make this quicker and easier. My ‘plan A’ is the “First impression post-it” before I explain I will give you a little background.

I used to play in a MERP game (playing the same character for about 20 years and reaching 33rd level), that GM and the GM of a game that I am going to start playing in next week both use a three page questionnaire about your characters strengths, weaknesses, what they would sell their soul for and their deepest desires. A sort of PC SWOT analysis. I always hated them and still do. When I first create the character I don’t really know these things about him or her (normally him as I never play female characters having never been female and before you ask I don’t play elves either!). When I did have to fill one out for a newish character I wanted to change some of the answers after a few months of play and the GM said I couldn’t as he had used the answers in weaving the plot. I think 10 out of 10 for integrating the character into the game world but a big fat zero for character development.

Anyway, I don’t like these SWOT analysis forms because for new characters they either seem to end up very similar or very shallow or worst of all not reflecting the character that the player is actually playing. I suspect (and know in my case) that they are written and forgotten by the players.

I have been using first impression post-it notes for NPCs for a while. The idea is to create a sentence or two (no more than can fit on a post-it note) to describe the first impression that a character creates. Is he calm? flustered? charming? Do they speak with a booming school masters voice or a soft rural brogue? These help me get into the NPCs role quickly and keeps the NPC consistent across meetings. Bear in mind that in the players first adventure it took two human years for them to complete a small cave complex adventure.

If there are three gate guards, an old hand and two green recruits then a single note with the three names and maybe a two word description may be enough (Cyril:Sargent-major strict, Oswald:Cocky/swaggering, Bjorn:Scatter brained and untidy). Every time you exit via that gate you get one or more of the same guards and the players may even plan their escapades for then Bjorn is on duty because he suits their needs, but at least every time they meet they will be consistent.

Below is the post-it from one of my NPCs (I apologise for my handwriting, this is low tech roleplaying!). You could I hope take that post-it and character sheet and run with it.

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The nice thing about post-it notes of course is that they are note a three page questionnaire, you are not giving away the deepest secrets of your characters background, should you happen to leave it at the game table while you go an get a beer and another player reads it.

I am only recording that first impression not a full psychological profile.

I am going to get my players to do these for their characters before the start of the next session. That way every time they open their mouths whilst ‘in character’ if what they say or how they say it should be in alignment with what is written on they post-it.

They can of course screw it up, toss it in the recycling and write out a new one. I had a character that was extremely happy go lucky until he was the sole survivor of a near total party wipeout. For him the adventure was no longer fun it became a grim reality pretty damn quick. That would be a new post-it moment!

How this works with real live players I don’t know yet but I will let you know. What is happening increasingly at the moment is that my players are playing themselves for most of the weekend which is not really the point of the game or where is the escapism in that?

Where Next in 2016?

The problem I have is this. I want to write about Rolemaster in general, the games I am running (Rolemaster Classic), the new Rolemaster (Rolemaster Unified), the Forgotten Realms, the new world of Aioskoru and I want to produce more actually playable adventures. I try and publish two posts a week and right now I am even failing to write that much. There is such a thing as being stead too thin and that is me right now.

I have recently bought both HARP Fantasy and HARP SF and I would like to get into those as well. I also have a face to face game weekend come up.

I think I am going to slow down a little and commit to producing one post a week but try and make it more substantial. The RMU side of things should go quiet for the time being as they are producing the final draft. That alone make all the current discussions in the Beta forums irrelevant as they are now discussing rules that will not exist.

The game I am running (Rolemaster Classic) and the Forgotten Realms side of things are pretty much one and the same for me and Aioskoru is game independent as it is purely a setting.

The single most useful thing I can do is produce the playable content. All memebers of the Rolemaster community can use that and there is very little of it out their on the web. If I make it fit in nicely with the Aoiskoru region I am working on I can tick more than one box at once with that.

I think you can also expect a bit more of a nautical theme going on as I am quite interested in seabourne adventures. So that is it. 2016 is going to bring more adventures. Next time (I am already working on this) I will share a ship with deck plans that will become the basis for a series of adventures. So until then have fun!

All of my Aioskoru content is made available under the Open Gaming License.

How do you like them odds?

The party in my table top game, you probably know, are a cleric, sorceress, warrior mage, elemental warrior and a mystic. In game terms the best fighters are actually semi spell users plus we have two hybrids and a pure spell user. The cleric and mystic are at present fulfilling the role of healer because they have no dedicated healer as such. The cleric can do magical healing and the mystic is the best herbalist.

In the last weekend the party had the option of taking the safe way around the woods or the dangerous way though the woods. No the party would not be real adventurers if they took the safe route would they?

Only a day in to the forest they came across the burnt remains of a wagon caravan and a little way off their slaughtered horses. They also managed to alert a couple of scouts looking for fresh victims. The party killed one but another escaped.

The banditry this time was being done by kobolds. I rather wanted to see how the party would fair against superior numbers. As characters they have not had much time to gell together and work out decent tactics and they had not really done much fighting yet either.

So half a dozen kobolds started to match pace with the party to the left of the road and another six to the right of the road. Seconds later two kobolds mounted on wolves broke cover ahead of the party and faced them down the road. The kobolds at this point had every intention to negotiate. Pitched battles were not their thing and being paid off to not fight suited them down to the ground.

Negotiation was not on the parties agenda. The lead kobold did not even get a chance to give his ultimatum. The warrior mage fired a sleep spell up the road. The cleric summoned a large crocodile and dropped it in amongst the kobold file on the left and the sorceress case vacuum amongst the kobolds to the right.

So at the start of the battle the five characters are facing 14 kobolds plus two wolves. Three to one odds in Rolemaster are not good odds to have against you.

I had told the players the wolf riders were about 100′ up the road and Surion the warrior mage announced he was going to cast sleep. (range 100′). I decided the range would be 90+2d10 feet and luckily for him they fell just inside the range. Not so luckily they made their resistance rolls.

The vacuum spell was more effective. It stunned three of the kobolds on one flank. It didn’t take any of them out but the kobolds were armed with light crossbows and it comletely disrupted their volley of bolts turning it into some sporadic fire.

On the other side of the track the crocodile landed amongst the kobolds and that drew most of their fire and certainly upset them.

Now we had the gods turn against the party. The warrior mage and the elemental warrior are actually doing OK. Another sleep spell goes off and takes out a the wolf riders. The elemental warroir is crashing through the undergrowth to engage the kobolds axe in one hand and sword in the other. The sorceress fumbles her spell casting roll but fortuneately only fails to cast the spell but keeps her power points. The cleric doesn’t bother trying to control the crocodile, just lets it do its thing now the kobolds are fighting it and decided to try and summon a second one to fight along side them. Bolts fly into the camp and one buries itself deeply into the clerics chest ad he is gushing blood.

The warriors try and chase down kobolds who are not really up for a fight against heavily armed and armoured warriors. Some of the previously stunned kobolds start to recover and loose off their crossbow bolts. The mystic decides to do her Florence Nightingale act and needs to get that bold out of the cleric so they can stop the bleeding. The cleric had just summoned a second large crocodile directly in front of himself which is now uncontrolled maybe it was the scent of blood or maybe it was a random dice roll but whatever the reason the croc turns on its summoner and starts snapping at the poor old cleric. the sorceress fails to cast another vacuum spell. Fast casting while low level is proving to be a challenge. The next crossbow bolt flying into camp and takes out the mystic transfixing her arm and pinning it to her chest.

The cleric is now losing blood in gushes, he is desperately trying to get control of his crocodile. The sorceress fails to case a third vacuum spell! The croc in the woods is doing terribly as well but it is at least keeping the enemy on that side pinned down. Another sleep spell does off and more kobolds fall and the warriors are fully in melee now. This is where the kobolds lack of armour and physical hardiness tell against them. Finally the sorceress gets a vacuum spell to fire and she stuns and wounds a couple of kobolds.

So the fight went on. The mystic shook off the stun from the hit on her and she managed to get some healing sove on to the clerics wound just before he colapsed. The sorceress gave up trying to kill kobolds, I think due to a lack of power points, and joined the cleric and the mystic. The mystic was bleeding heavily and so everyone was trying to first aid everyone else and the few herbs that were easily appliable were used up. It took four rounds I think for the cleric to finally get full control of the crocodile and at that point the kobolds were pretty much broken. Their tactic of striking from three sides with wave after wave of bolts obviously was not working and fighting what appeared to be heavily armed wizards (from the kobolds point of view) was not in the plan.

At the end of the fight I think only four kobolds got away alive. It cost the party dear in herbs and they were largely drained of magic to boot. It doesn’t hurt to hit the party hard, even in a casual encounter eespecially this early in their careers. It will I hope make them gell better as a team and it helps them figure out their limits. For me as GM the kobolds were on a par OB and DB-wise with the weakest members of the party and well below the ability of the warriors. The kobolds were two levels lower than the party members which should have given the party the edge in terms of resistance rolls. It also set the precident of fighting many foes from many directions which is something I like to do.

All in all I think it was a good fight and a good test of their abilities. The encounter was also converted over from a Forgotten Realms encounter and for once I did not tone down the numbers of creatures.

That was just a causual encounter next time we meet they should be gettng stuck in to their first real adventure!

I cannot help but be impressed by the RMU Dev Team

Rolemaster Unified Character Law Cover

Firstly I do not envy the dev team on bit. If you have a hard core player community that have ben playing the same game pretty much for 30 years or more and then you wan tto come along and ‘improve’ it then you are on a hiding to nothing in my opinion.

Now I think I am a pretty reasonable guy, I know and love RM2 (which is obviously and clearly the best version of Rolemaster every written and I am not in the slightest bit biased at all) but I have bought and embraced RMC and I can see it is an improvement. I have bought HARP and I can see good things in that as well. Rolemaster Unified on the other handis a pretty big departure from what has gone before.

The public beta testing is mostly been carried out by that hardcore community which I am not sure is a good thing. We are all too opinionated if you aks me. If you follow the discussions they are 1% reported issue and 99% suggested fixes with two or more arm chair designers expounding on their own vision of how the game should be played.

What has impressed me though is the number of, and the speed with which it seems to happen, changes the dev team are prepared to make.  One would have thought that even prior to play test the devs would have had a fairly well developed concept of what the game should lok and play like. To accept the level of change they have speaks very highly of them I think. I know damn well they will not please all of the members of the community ut that was never going to be possible and I am pretty sure they knew that. There were two bits of RMU I didn’t like and one has been changed and the other is pretty minor and I will either learn to live with it or ignore it.

The best thing from my personal point of view is that without RMU I would never have discovered HARP. I knew it existed of course but I would never have bought into the rules. I want to buy myself HARP SF next but that is another story.

New World – Aioskoru

I wanted to raise a bit of awareness of Aioskoru. This is an Open Game Content project currently being developed on the ICE Forums. As you may or may not know RMU is a worldless system that you can adapt to fit most game worlds. What you get is a highly flexible system of races, character creation, creatures & monsters, treasure, combat and magic but all of it adaptable to any setting. What you don’t get is a default setting. That is where Aioskoru comes in.

The project has been started on the ICE forums and anyone can join in. Right now the solar system and planet is being detailed out and so are the natural resources. If you are in any way interested in RMU or Rolemaster then now is a chance to contribute something to a new game setting that could become the planet of choice for RMU.

The first Aioskoru world map
The first Aioskoru world map

Personally I have not contributed much. I am not good with planet sized projects. Give me a town or a vollage and I can design away to my hearts content but planets are just a bit too big to swallow. That is why I think massively collaborative projects work so well.

If you do only one thing Rolemasterish this week why not make a small contribution Aioskoru project?

There will be no blog post on Friday I suspect. I am travelling most of the morning and gaming most of the afternoon and evening and the entire weekend. There is a fair chance there will be nothing on Monday either if I am sleeping!

All of my Aioskoru content is made available under the Open Gaming License.

A Safe Place to Camp

There are times when what you want is a world saving adventure and there are times when you just want to kill something. This little adventure is of the just kill something variety. This is really intended to be used with a beginning party of 1st  to 3rd level characters.

In many of the games I have played in it seems like Orcs get used almost as the default bad guy in beginning adventures. This time it is their weaker cousins the Goblin that is going to take the beating.

The entrance to this cave should lie on the parties route of travel and should offer some shelter from the rain or from a storm. As goblins are nocturnal the earlier the party decide to camp the more off guard the goblins will be. There are many lessons to be learned in this little side adventure, not least that it is sometimes better to run away to fight another day. The goblins operate at -75 during daylight so they will be very reluctant to chase a fleeing party. Mind you come night fall they will be out for revenge.

I have included far more goblins than any single party should be able to handle. The idea of charging in madly will probably get you killed but stealth can be your friend. The goblins are not good at coordinating but the players should be working as a team. Low level magic can work well against these 2nd level foes such as Sleep V and even projected light will give the characters the advantage.

You should remember that these round–headed imps  wear clumsy, stone clogs which certainly doesn’t help when they are trying to move quietly.

A Safe Place to Camp 01 (GM)

 

 

 

  1. Sleeping area: this area is where most of the warband sleep. They have nests made up of bits of cloth and vegetation such a furns. The goblins tend to sleep close to the walls as they feel less exposed and are not particularly trusting of their fellows. There are sleeping nests for twelve goblins here.
  2. SPARTAK’s sleeping ‘nest’: this area is where SPARTAK and his harem of five goblinettes spend their days doing whatever it is that goblin warlords like to do.
  3. Communial ‘Council’ Area: This area is not realy used that often. The goblins prefer to be further away from even the little little daylight that reaches here. What this is used for is pre-night raid prep talks. If there are disputes to be settled then the group will gather here sort it out the in a sort of no holds barred wrestling match.
  4. SPARTAK’s bodyguards: There are four burly Goblins here who like the rest are probably sleeping on duty or else slacking off. These are the body guard for the goblin leader. They have decent cured leather breastplates (AT9) and spears that they are wielding two handed. There is a flat topped rock in the centre of this area upon which are many flat pebbles and a leather cup. The goblins entertain themselves during the long summer days couped up in here trying to flip pebbles into the cup. The body guards names are RUSLAN, PETRO, OLGA and OLEK. If they are attacked they will try and form two ranks of two with their spears to the fore. If any of them fall then they will break and flee back to (13) below.
  5. Mess area: Small smoothish boulders have been scattered around here to serve a stools or seats. This is where the goblins come to eat and the northern wall is splattered with left overs flung from bowls and the floor to the north is covered with small bones and scraps.
  6. Work Area: This is where the war band are fixing armour, making weapons, fixing nets and even making shoes. Goblins love machines and as such mastered using leavers (wooden beams) to raise and drop stone blocks to cold forge metals (just poundng out the shapes). Stone hammers are in abundance.
  7. Dressing Chamber. SPARTAK has his armour (rigid leather 10) hung up on a T shaped wooden dolly. Beside it is his woolen cloak (no more than a cape on anyone else) and to the other side a low table holding his weapons (a dagger, short sword and light crossbow). He likes to make a big show of having his body guard ‘dress him for battle’ thinking it impresses the goblin minions.
  8. This area is fenced off using a crude home made corral just inside the narrowest point. Inside the corral is a young mountain lion cub. The goblins are planning on training it into a war cat.
  9. Entrance Guard Post:There are a pair of goblins here that have of course fallen asleep during their watch. They have light crossbows (Goblins love machines of all sorts) and halberds but nothing is loaded or to hand. These goblins are not brave and would rather raise the alarm and flee than die. They are called VSEVOLOD and WOLODYMYR.
  10. Kitchen: Such as it is. A large flat stone serves as butchery block and counter. There are basic rough made kitchen impliments suh as a stone club for use as a tenderiser, an old axe used for seperating joints of meat and cauldron style cooking pots and buckets for water. There is no designated cook, it is just whoever is bottom of the pecking order at that time.
  11. Weapons Store: The goblins are trying to make and stockpile spears, halberds and crossbows. The product of their labours are stored here in piles of shafts, piles of stone spear heads, a few halberd heads and so on. There are very few completed weapons as these are being handed out to the war parties members as soon as they are ready.
  12. Treasure Chest!:Out of sight behind this natural pillar is a small stone coffer holding the war bands loot. Currently standing at 14bp, 9sp and some pretty stones that hold no value to non-goblins.
  13. This area serves a dual purpose. It is SPARTAK’s and his body guards latrine and it is the fall back point for his body guard. The narrowing of the cave walls means it is easier to defend but also the buckets of urine can be thrown to put out torches. The goblins much prefer total darkness.

The total warband amounts to 19 goblins. En masse they will almost certainly kill any party but their leader is no genius. He has visions of crafting a phalanx out of them where a mass of spears and halberds will make them unapproachable. Their love of machinery draws them to the light crossbow and Spartak envisions ranks of crossbow goblins marching forward in regimented fire, reload,  and advance lines protected by a forest of spears and polearms. As it is the crosbows are slow to reload and these long weapons mean goblins struggle to parry and do not carry shields.

If the party enter the cave by day many of the goblins will be sleeping, one or two may be in the kitchen area. As evening falls they ecome more active with weapons being repaired and new ones being made in the workshop area. After night fall they will take a meal in the mess area. Late at night a patrol will be sent out of five or six goblins being three spear bearers and three crossbow goblins.

Each goblin is carrying just 1d10 bronze pieces as treasure. The four bodyguard goblins have have an additional d10 copper and Spartak has an additional d10 silver. That may not sound a great deal of treasure but this is only meant to be a minor distraction. Spartak and his crew are a breakaway group from a larget goblin tribe who have visions of world domination but are probably note going to realise those dreams.

If the players attack and then withdraw the goblins will try and harry them for days. Spartak will initially want to kill all bar one of the players. If they all die then no one will be able to carry the news of his victory and spread his fame. If the losses are too great on his side, say more than four or five actual fatalities then he will just try and drive them off and count that as a victory.

All the stats you need for the goblins are on page 123 of the RMC Creatures and Treasures or 571 of RMU Creature Law.

You can download a players map here.

Who is Unified Rolemaster (RMU) For?

Rolemaster Logo

This week Nicholas Caldwell published the October Director’s Briefing. I seriously recommend reading it if you are interested in any form of Rolemaster.

I think you should never be afraid of people who challenge your ideas or disagree with you. In business we say you will learn more from a single customer complaint than from 100 positive reviews. I love Rolemaster and think it is the best fantasy roleplaying game of all time (so far) and the second best rpg rules system across any genre. I have played a lot of games, as I am sure you all have. I also think Nicholas Caldwell is somewhat wrong in his conclusions of the right target audience for RMU.

It was me that asserted ICE needs RMU (http://www.ironcrown.com/ICEforums/index.php?topic=16590.msg201402#msg201402) in the original discusion for all the reasons that he quite rightly outlines. You cannot expect the company to support so many incompatible systems. That I agree with. I think that RMU should be developed first and foremost to attract new players into the RM world.

Here is my reasoning.

As the briefing states trying to perform the balancing act between the wants of the two existing systems requires compromises. Trying to balance the needs of three groups, the RM2ers, the RMSS (that sounds sinister doesn’t it?) and completely new players is an even harder balancing act. You do not need to worry about us old hands. The truth is that all that is going to happen is from two factions you will get three factions, RM2, RMSS and RMU. In the same way that in the D&D world there are still people playing 1st Edition AD&D today when the current version is 5th Edition so you will still have your RM2 players playing RM2 after RMU is released. So trying to unify the audience into a single market will not work.

Secondly if you completely ignored the existing players and just made the best possible new Rolemaster then those people who are starved of new RM material will buy in. Some people jumped from RM2 to RMSS and some jumped from RM2 to RMC. A proportion of those will adopt RMU just because it is RM and it is NEW.

If you just make the best possible Rolemaster, then by extension, you will attract more new players. I defy anyone to argue that ‘the best possible Rolemaster’ will be in anyway inferior to ‘the best possible compromise between all old versions of Rolemaster’.

In the Director’s Briefing he says “Gamers who like very rules-lite systems or cannot abide detail are unlikely to play any edition of Rolemaster.” the flaw in this argument is that I am both 100% committed to Rolemaster (I am a volunteer editor for the Guild Companion, frequent contributor to the ICE forums and one of the few RM bloggers.) and I am one of those people who like very rules-lite systems. Maybe I am the exception that proves the rule or maybe the designers do not like rules-lite systems so assume that the players are like themselves? Who knows.

It is true that targeting the existing players is the easiest audience for ICE to reach but ‘easiest’ is both subjective and relative. How hard is any audience to reach these days? There are 550+ followers of the Shadow World facebook page. A single status update about the release of the new version could reach more people than habitually visit the ICE website (the busiest day ever on the ICE forum saw 276 people). A copy of the game sent to the top games websites for review can reach tens of thousands of roleplayers who have never even seen a RM rulebook. If the game is designed from the ground up for the ‘new to RM’ audience the barrier to entry will be extremely low. Building for the existing userbase is like taking an extremely short ladder into an orchard. Yes it works great while you are picking the low hanging fruit but once that is all gone you have a much harder job on your hands and your early decision is now a  hinderance.

I would send a press release to the top gaming websites asking for beta testers with the only qualification being that they have not played any version of RM in the last 10 years. That would give you a completely different kind of feedback to what we are seeing right now. It may bring lost players back into the RM world. It will definitely give free publicity to ICE and ICE’s products. I would be extremely tempted to create a closed forum just for these ‘new to the fold’ beta testers so they do not get shouted down ‘because they do not know how to play Rolemaster’.

Don’t take this the wrong way. I have never written a game or published a game. I admire everything that has been done so far. I am only writing this because I want RMU to be a raging success. There are something like 7million roleplayers out there and probably 6+million have never had the pleasure of experiencing Rolemaster. I just want the next Rolemaster to be the best possible Rolemaster.

I am a commercial animal at heart and I would love to know ICE’s marketing plans, the market research they did before starting work and how they intend to reach those 7million potential customers. Somehow I don’t think they will let me in on the secret(s) though for which I cannot blame them. I am in no way affiliated with ICE.

My final comment is this. I think I said in that ‘target audience’ thread that I will not be buying RMU. The truth is that, as I have written before, the beta test has made me reevaluate what I thought about all aspects of the different RM rules and options. As a consequence I have gone out and bought HARP. I would not have bought that if it wasn’t for the beta test. Another example is that I was against the game concept of Talents and Flaws but now I get them. RMU is not finished and it is foolish to say ‘I haven’t even seen the finished game but I am not going to like it whatever you do’. That is not what I meant or how I meant it. What I meant was that at that precise moment there were elements of the game that, for me, were what Nicholas refers to as deal breakers. That was then, RMU is the future.

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.

More On Pre-Gens

I have been thinking about how to best handle pre-gen characters and my conclusion is that there are two ways of making this work.

You either create maybe 30 characters, several of every profession (if you are a full blown RM2 GM then several of every kind semi’s, pures, arms users etc) and then give every player a choice from the full spectrum of characters or you hold a Q&A with each player in advance and then develop the character they described to you for them.

Either way the player gets the character they want, the GM gets the characters at the level they want to start the game at, with the skills the party need to complete any specialised tasks and with the GMs prepared for the mix of characters in the party so the adventure can be tweeked to best challenge the players.

I would always give the player the final choice of weaponry and if possible the spell lists. As a GM you can determine how many lists the character has learned but the choice of which specific lists they are should really fall to the player at least in part if not totally.

There is another consideration that can make the difference between whether a player enjoys their character or not and that can be how many skills the character has. I like characters with a wide skill base and I am happy to accept that each skill will be weaker as a trade off. Most of my players prefer few skills but all of them developed to the maximum possible. That choise generally means that you know only one third as many skills. The average skill cost is something like 2/5 so buying 2 ranks costs 7DPs. With 7DPs spent just buying single ranks you can get up to 7 really cheap skills to 3 typical skills.

Characters how have fewer fully developed skills also ed up with less skills that round a character out, less languages and less flexibility outside of combat. I say that as it is normally the combat related skills that suck up all the development points.

I have recently had to create two pre-gen characters and I used the Q&A method both times and I hope that both players got what they wanted. I have taken copies of their character sheets at 1st level and I will be interested to see how many of the skills I bought for them they carry forward and continue buying as they level up and how many new skills I hadn’t thought of buying they pick up.

I will feed back.

If you use pre-gens what do you do to make them as good as they can be for your players?