RMC House Rules – Character Creation #1 Stats

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Brih has been posting some of his groups house rules or hacks. This has inspired me to put forward some of my proposed house rules for an up coming game.  I have alluded to many of these in the past but I have never listed them explictily. So there is Part I of character creation namely generating some stats.

My favourist game ever for character creation was Champions (or Hero System as it is now). That gave you complete freedom of all of time and space to drw your inspiration from and all the characters were equally balanced. Hero System was a point buy system and so that is where I intend to go with character crreation.

I went through the Rolemaster RM2 companions over the weekend and none of them had a point buy system for RM2 or RMC. If there was one for RMSS/RMFRP I don’t know it as I don’t have any of those books. I have drawn my inspiration from some of the RMU beta rules.

There seem to be three philosophies with RM point buy systems. Firstly you have a big pool of points and all your stats start at 0. Second, you stats all start at 50 and you have a small pool of points and finally all stats start at 50 but you buy stat bonuses not the stats themselves. The first option is the one that my PBP Spacemaster GM has employed. There we rolled 10D10 and added that to a base 700 points to give our point total to spend. The third option is the one used by RMU. You get 10 points to spend on your stat bonuses. you can get more points by taking minuses on other stats.

I am going to use the middle option of all stats start at 50 and you get 250 points to spend on your stats. You can lower a stat to get more points somewhere else if you want.

The flaw in my system would be that in standard RM stats anything between 26 and 75 give you no bonus or penalty there is no reason why not to reduce any stats you do now explicitly need down to 26 and spend those points boosting other more important stats.

To counter this I am going to use a smoothed stat bonus table. While I am talking about stat bonuses I am also going to adopt the RMU standard of smaller stat bonuses that get added together for skills rather than the averaged method used in RMC/RM2. So what does this stat table look like?

The Stat Bonus Table from RMU Beta 2
The Stat Bonus Table from RMU Beta 2

This table discourages ‘buying down’ stats as the penalties for low stats start at just 47.

The only complications come from ‘single stat’ rolls. As an example if a player asked “Can my character remember reading anything about this legend as a student?” I would normally ask the player to roll a Memory (OE D100 roll with their Memory stat bonus as a modifier) roll to which I would add or subtract a difficulty factor depending on how well known the legends are. A character with a Me stat of 90 in RMC would have a +10 stat bonus. In this stystem that is just a +8. Your DB is normally equal to your Qu stat bonus but that too is reduced.

To address this all single stat checks will be made with the stat bonus doubled. This now makes DBs slightly higher for lightly or unarmoured characters and stat checks slightly easier. Especially as you will get a small bonus from a stat as low as just 54.

Looking at the bandings in the table here you will see the labels Deficient to Exeptional. These are used for the costings. Each +1 or -1 in the average band costs or gives 1 point. So it costs 9 points to go from the statng 50 up to 59. The Above Average band all cost 2 points so it costs an additional 46 points to get the same stat up to 83. It costs 3 points for the Superior band and 4 points in the exceptional so to get a stat up to 90 costs (9+46+21) 76 points in total.

Reducing stats works the same way.

Stats do not give any development points and I have kept all 10 stats. I was tempted to go with the HARP 8 stat version but that would lock me into the HARP skills system.

The 200 point pool means that a typical character can have two stats up at about 90 and all their other stats at around 54-55 easily within their budget.

Potentials are all 100 right across the board but I will cover potential stats next time as well as stat gains.

Rolemaster Professions – The Bard

The Bard is one of the nicest semi spell user professions in Rolemaster. It has a nice combination of magic, stealth, combat and social skills to make them really useful in all situations. Obviously there is no one profession that can do it all without any restrictions or everyone would choose it and no one would play anything else. The bard profession is not like that, it is nicely balanced whilst at the same time capable.

A fantasy role playing Bard
Really cool looking bard although I prefer my bards armed with axes.

The D&D bard is often quoted as the Leader Profession and the Rolemaster bard also fits into that niche quite nicely. In fact leaving all game mechanics and rules aside the cultural role of the bard means that doors open to them at all levels of society and their access to ‘behind closed doors’ information is unparalelled. In fantasy culture bards are the bearers of news as well as entertainers. They are welcome in lordly halls but get to eat with the servants and so on. As a leader the bard has the social skills to inspire and motivate groups and instill morale.

So what makes the (Rolemaster) bard so good? The first element has to be their magic. The Bardic base spells fall into two camps, magic relating to songs and magic relating to knowledge. Their songs give them the equivelant of charms, sleep and fear type spells and as they progress in levels they can effect more targets and at greater ranges. Their knowledge based spells influence how they learn languages by doubling or more the rate that skills are learned for the same points cost. They can also magically assess mundane and magical items. The ability to learn skills more cheaply and to magically emulate ‘lore’ type skills gives the bard the option to devote more development points to other areas of character development.

Bards are not restricted to just their base lists though. They can also learn the 1st to 10th level open Mentalism lists. These include self healing, illusions, detections, invisibility type spells, a variety of defensive spells and even a bolt style attacking magic (shock bolt). The truely great thing about the realm of mentalism is that magic can be cast whilst wearing any armour all baring helmets.

So magically they are really good all rounders. The only thing they cannot really do is movement, no flying or teleporting. This great flexibility is tempered by the fact that spells are expensive to learn for bards so they have to pick what is important to them.

Skills-wise the bard the bard gets professional bonuses in just about everything except directed spells (spells such as shock bolt and lightening bolt) and body development (hitpoints). The bard only has one directed spell in their entire repetoire and that is only if they choose to learn the open list of Brilliance so this no real disadvantage.

The Bard’s primary skill costs are pretty generic with nothing too expensive but nothing being particularly cheap iether. The primary skills are things like weapons skills, spell lists, magical skills, climbing, swimming and so on. the core of what an adenturer would need to do. The Bard has about the most expensive magical skills of all the spell using professions but that is the balancing fact with having the best possible mix of spells and being able to use them in nearly full armour.

It is in the secondary skills that bards really start to shine! All of the social skills from acting and singing to public speaking and seduction are all coming in at just a single development point for the first rank and most secondary skills right across the board are only 2DPs for the first rank each level. Remember that higher level bards can use their magic to learn languages at upto five times the regular rate means that spending a single development point could get you two to five ranks in language.

All RPGs have some element of combat in them. The bard as an all rounder is never going to be a stand out warrior. They are somewhat restricted in that their first weapon skill is affordable but it all gets very expensive after that. If you are restricted to just a single weapon then that generally suggests spear, shortsword or hand axe as your weapons of choice. It really depends on the game and setting as to which one I would go for. In my opinion the spear is the best weapon in the game in terms of flexibility being similar to staff, club, polearms and the lance. It can also be thrown giving a ranged option. They are also a lowest common denminator weapon requiring very little metal manufacture so are widely available. If you are washed up on a beach you can find a big stick and use half your spear skill with it as a big club. If you are a swordsman you are unlikely to find one of them on he beach.

You cannot chop down a tree with a spear in a hurry. If your game is a bit more out in the wilderness then the hand axe comes into its own. It is a practical tool as well as a weapon. It can be thrown to give you a ranged attack and it is similar to short sword for when nothing but a sword will do. I you are in a hack and slash type game then you can learn it left and right handed and two weapon combo to give you two attacks a round. Bards can be pretty good at adrenal moves so combine Adr. Speed with a pair of axes and you are up to four attacks a round or two attacks with axe and shield.

The third option is the shortsword. Again it works well as a two weapon combo, it is throwable and of these weapons it is the most consealable. It is also similar to all the most common longer blades such as broad and long sword and smaller weapons such as daggers, dirks, sais and all the short axes.

All of these options give you a range of weapons you can turn your hand to in a pinch all using just the one weapon skill.

Armour-wise chain is the best option. You do not need much skill to get away with the lighter chain armours, the heavier ones give good protection and cost wise it is certainly affordable. I would probably get fully trained int he first fiew levels and then turn those development points over to more spell lists as soon as you are fully trained.

So there is the bard. They are the smooth talking all rounder and leader of men who can in theory at least do everything from hurling magical bolts, slay dragons and play the wise old sage, all in a single profession. That is not bad going.

Prepping for Atmosphere

I have one player who loves maps and mapping any and all dungeons and buildings the party enter. There is nothing inherently wrong with the party mapping. In fact the character has bought copper plates and a stylus exactly for mapping their route.

My issue is that mapping the parties progress kills the atmosphere in  the game. It can become almost mechanical, the party enters an area, everything stops while the player updates the map, play continues, rinse and repeat.

I am considering using preprinted map sheets with a black card overlay. The card will have a circular hole cut out to represent the light shed by a torch or lantern. It  the player then wants to sketch what  he sees then that is fine. I may need a couple of extra bits of paper to mask off bits that the top  page may reveal that the players don’t know but it all seems extremely easy to do. Part of the problem is, in my opinion that it is too  easy to fall into the trap  of describing interiors in a location by location way. It seems natural to describe somewhere right up to the closed door, knowing that the door will stop the parties progress and line of sight. Once they  have opened the door then they can see what lays beyond and react to it.

If on the other hand one started to treat both sides of the barrier as a single location what happens when the party approaches the door can be scripted in to  the adventure notes.

The same thing happenso of course if the GM knows the entire map and every location off by heart but I cannot retain that amount of information.

So what I  am starting to do is insert additional locations into the adventure modules with this overlap information incorporated into it. The first time I did this it occurred to me that my style of describing the location was different to TSR’s. So to make the thing more consistent I then rewrote all the location descriptions.

Now if you are writing descriptive text you may as well pour on the atmospherics at the same time. I have nearly finished updating  every location in  the next module the party are going to tackle and I seriously think it is much darker and atmospheric than the original which considering they are going to be investigating a tomb is just about right.

What struck me is that the original texts had very little mention of smell and sound. They would tell you how a room looked but little else unless it had a direct impact on the plot. No mention of dripping water, creaking timbers or the sounds of rats scurrying overhead. Likewise the frequent bodies found in rooms have obviously been recently given the once over with a monster sized bottle of fabreeze.

So this week I am  going  to have to set about redrawing all the maps to  a larger scale to  use at the gaming table.

Different GM-ing Styles

I am a bit of a minimalist in almost everything I do. Below is a picture of my gaming table.

The RolemasterBlog gaming table
The RolemasterBlog gaming table

At this end of  the table you can see the adventure, one set of dice, a notepad, tablet PC for the PDF rules and shades. What else does the modern GM need? Tea, but you can see liberal cups of tea around the table so that is sorted as well. (Actually through the tea is in Brian’s honour as that is what he thinks British roleplayers only drink!)

(The creatures & treasures on the table is not mine, the cleric is into summoning beasties to fight for him.)

You can also see the post-it notes on the players character sheets that I wrote about recently. I really do not like having to rummage through rule books, companions and supplements while I am playing because if I am doing that then I am not playing. The game has to stop while I try and find the answer the players  asked for.

I am not the only GM in our group and bearing in mind that both of us had to ship our games half way across the UK to get to the hosts home this is what GM#2 brought as a minimum….

The Sorcerous GM's game notes.
The Sorcerous GM’s game notes.

The most amusing thing here are the ring binders on the left. They are the RMC PDF rules! The blue clipboards are our character sheets and everything in between is either companions or plot notes.

The only way I can get away with my ultra light gaming is in the pregame preparation. It doesn’t really take that long to make sure that each character has their spell lists printed out with their character sheet. I also try and preempt and rule questions. I look up the rules and the copy and paste the actual wording into a Word document. I then have a single compendium of the rules at hand with the book and page numbers in case we want to look further. In this game there was a risk of characterskills falling, drowning and being poisoned so I had all those rules to hand.

I also maintain a pdf of the charts and tables I use the most. This takes the place of the GM’s screen. I have found that there is one chart that I had not added to it that we have used twice recently so I have updated my PDF to include it.

None of these things take very long. I am pretty sure every GM reads through their game notes before a session and at that time to just check any rules that you cannot remember takes but a moment. What it saves though is at least an hour of lost game time when you add it all up over three days of gaming.

Another plus point is that combat runs really quickly now. In a RM game I played in for 15 years or so each combat round used to take up to 45minutes and we were not a massive party. In one day my players had seven combats and fought 18 creatures ranging from a couple of osquips through half a dozen  skeletons and an 8th level Hook Horror.

A hook horror
A hook horror

I know my game is combat heavy, it is a consequence of playing so infrequently, but there is no way we could have done so much in a single day running from the crate of dead tree.

But then that is just how I am happiest doing things.

The NPCs of Daggerdale

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My players have been working their way through the Doom of Daggerdale module. This was one of the things I have converted over to Rolemaster. Not only did I have to convert Hook Horrors and the Nightshade/Wood Wose creatures but there are three significant NPCs in Daggerdale. These are Randle Morn, Caldoran The Razor and Tren Hoemfor.

The first that the Players meet is Randle Morn the displaced Constable of Daggerfalls, the traditional ruler of the town and Dagerdale. According to the module Randle is a 7th level fighters/6th level thief. In my conversion I have made him a 10th level Rogue. This gives him the strength in combat as well as the breadth of skills. You can use the standard generic NPCs for him and just give him +5 Chain mail (AT14), +10 full shield (+35/+25), a +5 long sword and a +10 long bow. In my world these are all superior quality non-magical weapons. I chose to give him the leadership and public speaking skills required to inspire a band of 200 men to continue to fight a partisan war against the Black Network.

Tren Hoemfor is a D&D 7th level fighter. This translates into a Rolemaster 10th level fighter with Chain (AT13), a +10 broad sword and two interesting magic items.

The first is a Cloak of Displacement. I have made this a Daily Item that casts Displacement I once per day (5th level Guises, Illusionist Base). I made this decision because I did not want to introduce a magical item into the game that I would regret if it fell into the players hands!

The second item is a Ring of the Ram. This ring in D&D does 1, 2 or 3d6 damage in the form of a ramming attack depending on how many charges are used. My version is again a daily item embedded with Vacuum I (3rd level Gas Destruction, Sorcerer Base) three times a day this  delivers a single impact critical severity B. I thnk the damage it delivers is slightly less than the D&D version but it does not have a limited number of charges so on balance I think it is on a par.

The third and final NPC is Caldoran the Razor. I am not going to give you his complete stats but a general outline. In D&D he is a 6th level Mage. I have made him a 10th level human Archmage. The interesting thing about archmages is that they can pick their ten base lists from any profession and any realm. I this case I chose the Alchemist list Liquid Gas Skills that enables him to create potions. The eaty of this list is that it allows him to create potions. I have then given him a substantial stock of potions from his own spells (1st to 3rd level and those of his allies. What I have aimed for is to massively extend his pool of powerpoints and therefore how dangerous a foe he is without having to resort to giving him powerful magic items. Potions are inherently single use and in someways force players into making choices. If they use the potion now then it is gone or save it until they really need it. As it is they have no way of telling what any of these potions do without testing them the most basic way of holding your nose and swallowing it down.

I am a big fan of low level spells. I think there are some really cool powers in there that often get over looked by bigger and more powerful spells. Another option is of course you can give potions to somebody else and there is no skill involved in use it. In Rolemaster you need a certain skill to invoke a rune or scroll. Potions are just glug it down and hope for the best!

As it is Calderan is still alive and kicking and a danger to the PCs so I cannot go into much more detail. Once he is done for I will share what his stock of potions was and how he used them.

It is Game Recovery Week!

I am back from my weekend of gaming and these long weekends take their toll on this poor old GM. I feel this is game recovery week when I try and get over the effects of too little sleep and the diet of a 18 year old student. Gone are the days when I could game until 3am night after night!

The game went well, the evil magician escaped but following the antics of the players he is going to have to do some serious remodeling at home! The party are all spell casters and when faced by their third locked door resorted to using a pair of lump hammers and entering rooms like some kind of police raid. What was interesting was how often some of the situations turned on a single lucky dice roll.

The first instance of this was a situation where the party were bottled up in a small chamber, arrowslits and murder holes pointed into the room and before them were some heavy stone doors. Out side the room firing in were skeletal warriors under the control of our villain.

The priest tries casting repulsions and on a roll of 97 (base spells roll) destroys every single skeleton at the first invocation of his gods name (Torm, if you are famiiar with the Forgotten Realms panthion). That gave the lump hammer wielding front row the break they needed to get at the doors. I had expected that killing zone to pose a real problem for the players. Their first attempt was them getting as close as they could and then casting Sleep and waiting for the sounds of falling bodies. Two spell casters wasted sleep spells before they spotted the archers were undead.

The second dice roll was a perception roll. The bad guy was on the run and trying to make his escape with his more precious posessions. In the romm next door the party were searching for any sign of him, believing they had killed everything in this part of the underground chambers. At the first attempt one of the players made an open-ended perception roll of over 320! So much for the quiet get away.

It was not the slickest ‘dungeon’ clear out I have ever seen but I am beginning to see the start of the party gelling together. Several times they failed to communicate and we had people either casting completely contradictory spells. The Warrior Mage cast sleep on one foe just as the Sorceress cast Vacuum on the same target. In the next fight the same two clashed again by both preparing can casting Sleep VII and a Sleep VI on the same target. These at least started the conversation about working together.

It also highlighted the weakness in that the party have no real healer, the cleric doesn’t have any serious healing spells, just concussion ways, and the seer who has been playing the role of healer only has first aid and some herb lore. The party also lack a scout or thief. This time they got away with using lump hammers and they had left locked doors alone until they had probably killed all the other minions. Their approach is not so good if you are worried about maybe trying stealth for once!

The only creature left alive as far as the players know was a huge worm type creature trapped at the bottom of a pit. It looked somewhat like this…

A Giant Bloodworm

The party managed to gather up all the evil magician’s healing herbs, that comprised most of the ‘treasure’ in the adventure, and throw it down the pit. They knew the magician was performing dark rituals to create animated wooden effigies to do his dirty work. When they found his ritual chamber they gathered everything including the herbs, threw it in the cauldron and tossed the lot down the pit.

I suspect the party could do with a better herbalist as well!

It is Game Day! (The Post-It Revolution)

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I have packed up all my game notes and rules and I will soon be on the train to Faerün (so to speak).

The biggest difference in the game this time will be that I have adopted some advice I was given last week. For each major NPC I have given them a post-it note with a mini-flowchart of their tactics and or favoured spells. The idea is that as soon as I pick up a character sheet I can see at a glance what they are most likely to do in the first combat round without having to delve any deeper into the paperwork to look at skills or spell lists.

All it needs is what and the applicable skill total eg “Adr.Spd +70, Sp.Sudden Light” tells me that the NPC will attempt to prepare Adrenal Move Speed and their total skill is +70 whilst also casting the spell Sudden Light. (That is a spell that can stun everyone within its radius if they are not prepared). It is a 5th level spell and in this casters case can be cast in a single round without preparation.

The NPCs objective is obviously to try and create some confusion amongst their opponents whilst also giving themselves options (the adrenal move speed is a like Haste) for the following round.

The next section is split into two, being fight or flight. So having cast that spell I hav enow noted down two options depending on whether the NPC is going to fight on or try and get away. SO in this case it is either “Sp.Invis, Stalk+30” (cast invisibility and then creap silently away) or “Sp.Blur, att.Shuriken +35” (cast a spell that make them harder to hit and then attack with a thrown shuriken with a total attack bonus of +35). So there are two definite different strategies here. I have only sketched out two rounds because if the fight lasts longer than that then any pre-made plan will probably fall to pieces and any NPC that does not react to what the players are doing probably will not live very long.

At the bottom of the post-it is a note of the most significant items then NPC has such as weapons, wands, staves and potions etc.

The point is that from the moment the two parties meet I can tell at a glance what is likely to happen immediately. If the NPC is  a criminal mastermind then chances are he or she will know what their best tactics are. By spending a new minutes before the game session to look at what their best options are then you will do them more justice in the game as well as make the opening sequence fast paced and exciting.

There are additional benefits to this I have noticed. If I am under pressure to decided the NPCs attack I am more inclined to reach for the lightning bolt. Given more time I find that there are some much more interesting and varied spells to use on the same lists. This makes the NPCs power points go further if you are casting a 5th level spell instead of a 12th level spell and they are tossing it off in a single round.

I ran a fight not long ago and after the fight was over I discovered that the, now dead, villain was carrying couple of powerful healing potions. He didn’t use them and it would have changed the nature of the fight if he had and to make it worse he did have an opportunity to do so. In the actual fight he tried to flee but was brought down by the PCs. I removed the potions from the inventory but if I had known immediately that he had them then the nature of the fight would have changed as would the rewards.

So now with the NPCs covered in green personality post-its and orange fight or flight post-its it is time to get my train. I will let you know how it goes.

If anyone can think of a good (roleplaying) use for my blue post-its then please let me know!

Who is Unified Rolemaster (RMU) For?

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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

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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.

Fate Points

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I have ever used Fate Points in a game before. I have mooted them to the players and generally the reception was not particularly possitive. As a consequence I had never really sat down and read the rules around them. They are not part of the core RM2 or RMC rules but I was familiar enough with the concept and the role they fulfilled.

There are times when you just do not want to fail that moving maneuver roll.

Last night I read the High Adventure Roleplaying (HARP) rules on Fate Points and I do think they are a good thing. It appears they are designed to help shove the story along where it would otherwise have stalled. Take for example the idea the the party have to resuce the princess from some deep underground orc fortress. The party come to a fissure in the tunnel floor and decide to jump it but the princess has swooned into the fighters arms some time ago and has not yet revived. The fighter takes a firm grip on her and leaps the fissure, and fumbles his roll. Dp you let the character and the princess fall to their doom?

In my game, yes I would. I would let him make a couple of other rolls to try and catchhol of some outcrop of rock and if he failed all of them I would have the pair of them crash into some ledge and take the appropriate damage. With Fate Points the player could choose to burn a couple of points and boost that leaping roll until he makes it. The player only starts with 3 points so you will not have the players skewing rolls all over the place but the onus is then on them to save their characters and not on me or you as GM to get them out of their predicament.

If they are on the ledge 100′ below the passageway with their escape just discovered by the orcs the party had better come up with a decent rescue plan pretty quickly. If they don’t then as a GM you could find yourself having to invent a new passageway along which they fighter and princess can escape. It could all unravel fairly fast if they are just having one of those bad dice rolling days. With Fate Points, the jump was made and the party escape, the princess was rescued and disaster averted and the universe did not have to be bent to save anyone.

I like the idea that the players have a distinctly limited supply and that although when they level up they can replenish them they can never have more than 5 in total.

I think in my face to face game this is pretty much happening already. There seems to me to be a fair amount of rolling the dice and then deciding which one is tens after the event. A practice highlighted a couple of years ago when one of the players accidentally picked up a D8 and a D10. He designated the D8 as the ‘tens’ and then managed to roll several open ended rolls during the session. Fate was truly on his side that day.

I generally do not live in fear of killing characters. I do not go out of the way to do it but I do normally give the players some sort of access to Life Keeping and Life Giving magic through either single use items, access to an NPC or herbs. There is a double punishment in there with the dead characters player now being on Tea Duty and there being some loss of assets to the party.

I was going to ask how people felt about Fate Points but I guess that those that like them will be using them and those that like me didn’t like the idea don’t use them and very few will have wavered between to two camps. I am defintely going to try them in the next game I run that is for sure.