The Week Ahead

You how some days you just know it is going to be a long grind and that is just the preparation for the next game session? i have one of those weeks in front of me. I have discovered a new task to hate and that is equipment lists.

I remember the days of not worrying about emcumberance and buying 200 torches for a gold piece. This week I am having to prepare custom equipment lists and lists of things that can be bought at a particular location.

It is entirely possible that this new place could become a long-ish term base for one of the characters I don’t want to ‘wing it’ and at the same time because of a shift in the available technology I cannot just half or double the prices in Character Law. So I am going through lists revising the weights of anything that is largely metalic downwards and increasing the costs.

That may not sound like a bog deal but the weight in metal is really important to essence and channeling spell users. If you introduced Aluminium or even polycarbonate into the Rolemaster universe then spell casters have a wail of a time. (Before anyone comments again, it is wail as is screams of laughter and not whale as in big fish as they are hardly known for partying hard!)

Anyway equipment lists got me thinking, as always the player is going to encounter someone who has this alien superlight equipment first and they are probably going to take a pasting because of the faster ad free movement and the armour plus spells combo.  I am pretty sure they are going to grab the opportunity to upgrade a lot of their kit while they are at it.

The question is does a GM every introduce something into their world that would at first glance appear to shift the balance of power without thinking about the consequences?

Or to put it another way, “What the GM giveth, the GM can take away.” It is an interesting idea though when you take magic and thrust it into a potentially high tech arena which is not necessarily metal dependent such as kevlar or polycarbonate based.

I already know the shortfall in this new technology I am introducing, why the players will prpbably not become aware of it and why the originators do not take it into account, but in the meantime I need to get back to my amazing new equipment lists and stock prices.

Weekend Roundup: September 4, 2016.

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Heading off to vacation but thought I would put up some interesting articles.!

I always wanted to include a Vomitorium into one of my adventures as a Pythonesque scene. I think we had it all WRONG!

It’s all about materials science.  Photonic Crystals.

Ancient Althan base? The mysterious EYE….

Or, a story worth keeping your EYE on.

Imagine the Flows of Essaence.

Lightning strike??? Maybe 40th lvl  Chain Lightning cast.

Haven’t we learned anything? Don’t #$%& with Elves.

Why? Obviously to untap latent Mentalism powers?

I will never tire of Creepy Clown stories.

Great PIC.

Sorry Peter, all is not LOST.

If only ICE had these production RESOURCES!

Stranger NEW Things.

September book release. Peter Hamilton.

ICE Directors Briefing.

Happy Labor Day!

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

100 Creepy Things and Events to Find in a Spooky House II – Book review

This is the third and final (at the moment) volume in the horror effects series by Azukail Games. This booklet (100 Creepy Things and Events to Find in a Spooky House II) has far less strange mists and fogs and noises in other rooms than its siblings but more architectural spookiness. You get more doors and windows that don’t go quite where they should, the classic branch suddenly breaking the window at night and other real Hammer Horror icons of the genre.

The production quality is equal to that of the other two ‘spooky’ publications and the content is equal, you get 100 special effects spread over 22 pages. Each is numbered so you could quite easily just roll a D100 or just pick the effect(s) you want.

The way that the events in this book are presented is very flexible, you get a lot of ‘if the players have lights then this happens, if they don’t then this happens…” sort of conditionals. This means that most of the events if not all will work even it things are not set up exactly as described. Afterall these are really just inpirations or as that horrible phrase goes “thought starters”.

Going off at a tangent; ever since I first saw the first of these books I thought that there was a potential adventure(s) in here for a rather twisted illusionist but I have taken that idea a bit further. The perfect villain is not not an illusionist but an Alchemist. A 8th level achemist with the following lists Organic Skills, Lesser Illusion, Rune Mastery, Invisible Ways and Essance Hand could prepare runes of light and sound mirages and telekinesis. These are only 2nd and 3rd level spells so the rune paper, which they could make themselves would only take a matter of weeks to create. If over the space of a year the Alchemist produced 10 sheets of 3rd level rune paper they could effectively ‘haunt’ any location they liked.

Illusions have a nice long 100′ range and using mostly sounds of thumps on the floorboards, screams and the sound of doors opening and closing etc. most of the atmospherics could be cast from rune paper at a safe distance. Telekinesis could be used to open or close doors or windows, again all from rune paper and from a safe distance. Once people are scared and running around looking for the source then a single invisibility spell and retire to safety.

Our alchemist could easily drive away peasants from a farm house and if people get brave or curious and start to come back then just throw more illusions at them. The rune paper is not lost when the spell is cast, it is just blanked ready for reuse. Our alchemist friend just has to recharge the runes the used. I would go so far as to say that because the illusions are not intended to last for ages, blood stains that appear and dissappear, a sudden scream from the attic and so on, attempting to detect essence is likely to fail as those spells detect active magic but the illusion is already over. Those higher level spells that can tell you what happened in a place in the past minutes or hours will not identify our alchemist as he is 100′ away and cast the spell into the attic but was never there himself. It is almost the perfect crime.  Once he is living in his stolen farm house then people seeing lights on in the place are quite likely to ascribe it to the ghost anyway. Should the alchemist be discovered then it is debatable from a peasants point of view which is worse having your house inhabited by ghosts or by an ‘evil’ wizard?

Someone in my games is definitely going to encounter this nasty little achemist.

RPG Rant: #@$! Potions.

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I hate potions. Ok, perhaps I don’t feel that strongly but I certainly don’t use them a lot., and thankfully Terry doesn’t use them either in his Shadow World setting. So what is it that bugs me about potions….

Potions are a common trope in early fairy tales and mythology, a standard in RPG’s and are a critical mechanic in many computer video games for health or hit point rejuvenation. Maybe that’s why it feels like potions have “jumped the shark”. Rolemaster already has a comprehensive spell and herb healing system–why duplicate that with healing potions?

I remember in my early days of D&D gaming we allowed players to “sip” a potion to test its properties. For instance a player would go a little transparent if it was a potion of Invisibility or feel “lighter” if it was a potion of levitation or flying.

Rolemaster has a fairly flexible system to imbed virtually any spell into a potion. I’ve seen GM’s allow Fireballs and Lightning Bolt potions–that makes little sense to me. Allowing Mentalism spells to be made into potions also makes little sense to me. Channeling isn’t much better–can a “Good” priest create a potion that can be used by a evil player? hmm….

So while I do have rules for “consumables” (candles, potions, charms, powders– items that get used up to activate the spell effect) I generally shy away from their common use. Potions are silly.

Just had to get that off my chest. Back to Spell Casting Mechanics: Channeling.

Melos, A contribution to Aioskoru

Quite a while ago now I produced half a dozen blog posts in support of Ken Wickham’s Aioskoru world setting. Things than kind of went off the boil a bit and I didn’t do much more beyond describe NPCs, three settlements and some adventures based around a ship full of orcs.

So recently Ken emailed me and said that he had bundled up a lot of his Aioskoru material from his blog and posted it on RPGnow. He had kept the format simple so that it was easy for him to update but he was putting it our there. He has had over 200 downloads of the material he has produced which hopefully means that the setting may get more supporters and continue to grow and develop.

I am always willing to lend a hand so I bundled up my old blog posts, re-edited them to turn them into a coherent supplement and submitted them to RPGnow. They have only been up for a few days but they have already had about 50 downloads. You can download them yourself for free at the link below. (click the cover image)

Melos, A contribution to Aioskoru

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The ship on the cover refers to the sloop full of orcs in the featured adventure material.

If you want to download it and you like anything in it then let me know whar you think!

Revisiting Spell Law: Spell Casting Mechanics Pt. 2 Essence

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Now that we’ve laid the theoretical groundwork in Pt. 1 I wanted to explore each realm in a bit more detail. Since the original Spell Law, Essence has included the traditional spells established by D&D: fireballs, teleports, sleep, charm, fly etc and most of the general accepted “rules” of Magic-User spells.

  1. Casting Time. Spells take 1-3 rounds to cast.
  2. Metal armor interferes with Essence.
  3. Spells require a verbal and hand gesture component.
  4. Spell Powers. Spells cover a very broad range of power but exclude healing and most “animist” style spells.

Our deconstruction of Spell Law forced us to look at each aspect of Essence spells and casting mechanisms and see where it lead us. In reverse order:

Spell Powers. As a drop in rule set for D&D, it makes sense that Spell Law would include the basic range of Magic-User spells. However, one of our goals was to create clearer differentiation between the realms, reduce some of the issues of over/under powered spells littered through the lists and imply a logical motive for spells. For Essence we decided that it was “physical” magic, akin to science” manipulation of gravity, light, energy, elements, physical objects etc. So first we tossed out the spirit mastery spell list which we felt was better served by Mentalism or Channeling. Then we re-grouped spells by similarity, effect, or motive source rather than have professions themed lists that were filled with disparate spells in power and effect. So Fly was moved to Wind Law and Gravity Law—basically the same spell but with different working mechanisms. In Wind Law the spell-caster harnesses air to create a cushion that lifts and propels the target where Gravity Law nullifies gravity but produces the same spell effect. This became our “machine test”—could an Essence Spell be created using technology, a machine manipulation of physics or generated by math/computer processing? If so then it was a good fit for the Essence Realm.

Components. Unlike D&D that included physical spell components in some castings, Rolemaster didn’t dig too deep into the actual process besides making vague references to voice and hand gestures. SW delved a little deeper with spell “colors” for each realm, good/evil and hybrid spells but that was more for setting theatrics. So what are these voice/hand components? It was apparent that Essence couldn’t be cast in the spell-casters native tongue—that makes little sense! Are spell books described as being written in Rhaya or some other social language? Does that mean that every spell has been transcribed into all the individual world tongues? Of course not. The implication is that the voice/hand components of Essence casting is a magical language of arcane sounds/inflections/gestures. This magical language is the trigger and focus for generating spell effects. RM has introduced Magical Languages, but more as an optional rule or a skill bonus to casting, NOT as the standard input for casting. If we accept that a magical “language” is needed to cast an Essence spell than we need to accept that the caster’s skill mastery of that language is important to spell casting. In other words, the Magical Language skill should play some part in the SCR.

Let’s use a metaphor. Assume that only legal contracts written in French are considered legal and binding (the force of law). You can have lawyers in various countries all with extensive knowledge of the law, statutes or legal specialties, but their ability to read/write French is going to define their ability to practice law and create legal products. In this example the lawyers are Essence Casters. They are taught/learn spells (law) but can’t utilize this knowledge unless they translate their knowledge into an accepted format (Magical Language/French). In our rules a spell caster can learn a lot of spells but their skill in casting will be dependent on their Magical Language skill.

There are a number of ways to connect Magical Language skill to casting. You could set a rule that the spell level can’t exceed the # ranks in Magical Language; you can use the Magical Language skill bonus for the SCR etc.

Encumbrance. It’s a well imbedded trope in fantasy RPG that M-U’ers can wear armor. In D&D they just made it an arbitrary rule w/o much rationale to enforce profession roles and group balance. In Rolemaster a convoluted process has evolved combining organic/non-organic material, ESF, Transcendence Skill and a whole lot of work-arounds that too me, just seemed silly and overly complex. You can read the forums about all the issues around Transcend Armor, calculating encumbrance type, channeling and casting etc. Our “Free Market” approach to our rule set meant that we build opportunity costs into skill choices and I wanted there to be an armor/encumbrance cost to Essence casting. Since we eliminated Maneuvering in Armor skill, we just use the encumbrance penalty (RMU) in the SCR. No need to worry about organic or inorganic material, no worry about what type of armor. However that encumbrance penalty can have a real impact on spell casting. Intuitively it makes sense. We see “Essence” casting as a conductive process—the caster is the foci of the effect using the Magical Language to gather, hone and release power. Any encumbrance on our around the caster will interfere with this conductive process, acting as an Insulator and disrupting the spell power.

Casting Time. IIRC D&D had varying casting times for each spell. Rolemaster introduced a standardized system of 1-3 rounds (10-30 seconds). 30 seconds seems like a long time, but we’ve switched to 5 sec. rounds so 15 seconds seems workable. I like the idea of varying spell casting times, but in a nod to convenience we decided to stick with the 1-3 rounds for Essence. However, we discarded the Class types and just assigned SCR penalties for casting in 1 (-50) or 2 (-25) rounds.

So that’s where our analysis led “Project BASiL” for Essence. Casting is determined by the skill in Magical Language, is affected by Encumbrance penalty, casters can decide on casting time but may take a SCR penalty and the Essence Realm is redesigned and organized to fit our concept/theme of the realm.

Next up in Pt. 3-Channeling!

Azukail Games – 100 Creepy Things and Events to Encounter Outdoors

Azukail Games has given me another new toy to play with in the form of the booklet 100 Creepy Things and Events to Encounter Outdoors a sibling product to http://www.rolemasterblog.com/100-creepy-things-events-find-spooky-house/.

Azukail Games aim to, in their own words, “Publishing RPG Supplements to Help GMs” and their supplements normally comprise lists of really useful things that normally a GM has to come up with off the top of his head. These could be NPC names, tavern names or books on the shelp of a library or in this case 100 Creepy Things.

The elements in this work are not confined to your typical haunted house so you get sinister mists and fogs, my favourite is a stray dog who’s lead ends in a bloody tatter s on. There will inevitably be some cliches in here as any collection that missed them out would be blatantly incomplete but there are enough things listed to keep it fresh for a long time.

If you are not running a horror based campaign then you will not be dipping into this week in week out but the whole point of just about every one of AG’s resources is to have them to hand for when you need them. Right now this supplement costs just $1.59 on RPGnow and it is definitely worth that and more. There is a huge potential here to use each and every one of the 100 events as the jumping off point for an entirely new adventure!

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Revisiting Spell Law: Spell Casting Mechanics Pt. 1

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There has always been basic indications that the Rolemaster spell realms operate under different mechanics. Essence and Channeling are affected by armor, Mentalism by helms, verbal and hand gestures are necessary components of Essence but not so much Mentalism etc. At the same time, the general casting mechanics of 3 rounds for most spells were uniform across the three realms without any serious mechanical differences.

Most of these rules were more the result of built in game tropes, the need for “balance” and to facilitate gameplay (combat) than any rigorous attempt at realm differentiation. During our Spell Law rewrite (Project BASiL), we started from scratch—deconstructing the various spells, powers, categories and casting requirements and then rebuilding spells and realms in an intuitive and organic fashion.

A few questions, points & thoughts we had at the start:

  1. Should each realm have better differentiation in spell powers? All three realms share a number of common lists: spell defense, movement etc. Wouldn’t it be better to have more unique & separate abilities for each realm? Do realms need better guidelines for spell power assignment?
  2. Are Alchemist spells really “Essence” realm. The imbedding spells don’t really work as a typical Class I-III spells and imply a number of other factors (materials, crafting, time etc).
  3. Do Symbols, Runes, Signs, Glyphs etc require different casting requirements since their casting depends on writing/inscribing?
  4. Do Bard spells fit into Mentalism (or Essence) when their efficacy is based on a performance?
  5. Do Illusions depend on the casters memory to properly reconstruct an image? How does that work into the SCR?
  6. What is the verbal/hand component of spellcasting? Do spell books come in a variety of languages? Is the verbal component a native tongue or something else?
  7. Should casting times be broader than 1-3 rounds?
  8. Why can’t spell users learn spells from multiple realms? Does this really create a “balance” issue?
  9. Do PC’s really need a realm assignment? Do PP’s really come in 7 varieties? (essence, ment, chan, ess/chan, ess/ment, ment/chan, arcane). Does that make sense? Do PC’s need separate pools of spell casting power for each of those? Do PP multipliers need to be tuned to 6-7 different power flavors? How does that tie into magic item creation? Why?
  10. Why is Alchemy “Essence”? Channelers can’t make magic items? Should Mentalism powers be subject to imbedding?
  11. How much of Spell Law is setting specific? How much needs to be?

Some of these issues have been partially addressed in companions or touched upon in RMU but these are all add-on rules that created one-off situations rather than a cohesive foundation for the Spell system.

For us the solutions mostly presented themselves. Our first step was to reclassify spell “Realms” based on the casting mechanics and the boundaries and scope of the realms powers. This required re-defining and expanding on the 3 traditional “realms”.

Realm Scope of Power Casting Ancillary Skill
Essence (Conductive) Elemental, physics, physical manipulation Verbal, Gesture, sensitive to encumbrancde Magical Language
Channeling Miraculous, spiritual, spirit manipulation, lifeforce Verbal Plea Prayer
Mentalism Single target, mind related, self enchancement Concentration Mental Focus
Imbedding (Investiture) Imbedding magic into physical objects Repetition Power Points, maybe crafting
Written (Inscribed) Wards, protection, summoning, defense, triggered Quality, accuracy, durability of inscription, Rune Skill: runes, glyphs, symbols, circles, wards, signs, tattoos
Performance (Rendered) Mass effects, mood, behavior, control Verbal, visual, sound, perceptual Performance skill: music, instrument, singing, dance etc
Intrinsic (Natural Magic) Setting/Ecology At will, focus Depends/none
Incidental (Cantrips) Minor Focus None

 

Once we built this basic framework we could develop specific casting rules and create new spells that easily dropped into their appropriate “realm”. This also facilitates a scalable process of introducing new or unique lists, setting specific magic or even build new Realm categories as needed without trying to shoehorn into the limitations of the original Essence, Mentalism or Channeling paradigm.  Some examples are Moon Magic, Warrens(Malazan), Blood Magic, Arcane, Spirit/Totem etc).

In Part II we’ll start with Essence.

Further musing on the skills system

I really like Brian’s take on skills where the number of ranks has an important role to play as well as the total bonus.

As I see it there are four types of skill roll in Rolemaster.

All or nothing.

This is the classic pass or fail test. You either heard the cocking of the crossbow or you didn’t. In RM2/RMC you need a total of 101+ to succeed in RMSS/RMFRP it is 111+ (which always struck me as a weird number if eleventy-one works for you then who am I to argue.)

Progress towards a goal

So you want to do something that is going to take time, you make your skill roll and depending on the roll and outside factors you get a result. That is how much of the task has been completed. if you get below 100 then you are part way through the task, over 100 and the task took less time than expected.

Opposing Skills

You are trying to hide and I am trying to spot you. Your hiding skill roll result would then be used as a penalty to my perception roll. The GM has to decide which way around to apply the rolls. Does my keen eyesight may your hiding more difficult or does your hiding position may my attempt to see you harder. I always go with the route of least rolls. If there is one hider and five seekers then I would have the hider’s one roll apply to the seekers five individual rolls.

Combat rolls

Here the result is not pass or fail, there is no straight hit or miss, and there is not really an opposing skill although the defender can use skills to make them harder to hit. You make your roll apply all the bonuses and penalties and look up the result on a table.

Now in most RPGs the combat rules take up a huge amount of space in the rule books even if combat doesn’t take up a huge amount of time at the table. Rolemaster in particular takes great pride in its combat system and we all love the critical tables and there blood splattered graphic descriptions. I am perfectly happy with my current version of the combat system and when I migrate to RMU I will junk the rules as written and insert my existing version. I have already rewritten all of the most commonly used critical tables so modifying the numbers of hits delivered and stretching them up to the new 175 cap will not be a massive endeavour.  Some people think that Rolemaster combat can be slow or overly complicated but it doesn’t have to be that way.

I am not so sure about the all or nothing skill roll. In the rules as written (RAW) all or nothing skills have a partial success result which allows a second roll at a penalty. If we were to abandon the whole all or nothing concept and make all rolls as static or moving maneuvers anything else than a 100% success would be a graduation of that partial success. Results at or below 0% would be failures.

In the example of the cocking of a crossbow if you rolled your perception and got less than 100% as a result then you could allow a second roll with whatever the shortfall was as a penalty. If of course there is actually anything there to hear after the event!

The question is would this simplify the game and speed up play?

 

Rolemaster Skill Bonuses and Skill Ranks

In our attempt to reduce skills to the absolute minimum possible AND to create a unified action resolution for all actions we’ve come up with a hybrid system of ideas from RM and RMU.

The basic premise is that total skill bonus is used for action resolution (MM, SM, combat, SCR etc) and # of skill ranks are used for “proficiency issues”.  The following chart breaks down skills into 3 overall categories: Lores (knowledge), Vocations (job that represents a number of skills and disciplines) and General Skills (everything else).

Skill Ranks Lore Vocation General Skills
1-10 Grade to High School Apprentice Basic knowledge and abilities skill and simpler sub-skill.
11-20 College Journeymen Broad abilities of skill and sub-skills
21+ PhD/Post Grad Master Advanced skills and sub-abilities
50+ Erudite Master Guildmaster or similar Singular mastery of skill and inter-related disciplines

Some will argue for a more robust break down — but again, we are trying to keep things simple. The breakdown is driven by our own rules on learning skills. Knowledge can be learned via tutoring, research or reading; vocations must be learned by doing (you can’t  become a master sailor by being taught in a classroom or reading a tutorial) and the other skills are a combination of learning methods.

Now we have a visual relationship between rank/proficiency and the three overall skill types with qualitative labels for reference. Let’s use one of each for an example:

Lore. As cool as it is to provide obscure info to a player on Dragon mating habits, most GM’s are going to need to rely on skill checks rather than building a expansive wiki on their game world. Lores are simple–the # of skill ranks gives the player and GM a good idea of the players depth of knowledge and sets the boundaries for what the player could possibly know. A skill check using the skill bonus allows for success or failure.

Vocation. Most jobs utilize a number of skill sets–a sailor will have skills in sailing, weather, navigation, knots etc. The skill rank level is used to determine the players level of proficiency and determine if they have the right level of experience and training. A journeyman sailor won’t have star navigation but a Master or Guildmaster certainly would.

General Skills. Using my previous comment on the warrior with 20 ranks in longsword and a 130ob. The total skill bonus is used in combat and the 20 skill ranks is used as a modifier against various combat maneuvers (reverse strike, disarm etc). The shield skill: the skill bonus is used for shield attacks, the rank # is used for DB. Same as RMU.

We’ve folded many skills into “meta skills”. For instance Survival includes sub skills like tracking, traps, snares, weather watching etc. Acrobatics includes contortions, diving, tumbling etc.

There are still a few skills I’m tweaking but I like how its working so far.