Cool Things in Shadow World

I’ve blogged about the various, unique aspects of Shadow World as a setting, but today I thought I would note some very specific things that differentiate Shadow World and are great additions to the game.

Favorite Familiar:

Tameki. Introducted in the Cloudlords of Tanara, Tameki are small animals resembling black Terran housecats. Tameki have short, silky blue-black fur, large blue or violet eyes, and upstanding
triangular ears. They differ from cats in that their paws have longer, dexterous ‘fingers’ and their torsos are slightly shorter. Very acrobatic, these small creatures are able to leap amazing distances.

Obviously cats are featured a lot as Wizards and Witches pets, but Tameki are just enough that they feel familiar and different enough to add flavor.

Favorite Material:

Keron. A black, very shiny alloy. The substance is strong but flexible and holds a keen edge. When polished it has such a high luster that it looks wet or oiled. It does not corrode, and should be treated as
enchanted.

I don’t use alchemy spells in Shadow World to enchant item bonuses. Instead I rely on Kulthea’s naturally occurring metals and alloys that can be forged by smiths. (Thus, I don’t need to have groups of 30th level Alchemists working in sweat shops batching out Laen or Eog items). Keron is Shadow World’s “Mithril”–a cool material that is intrinsically tied to the setting.

Stone/Mineral/Gem:

Bloodstone. A soft, sandy stone dark red in color, this material can stop a would bleeding up to 5 hits per round! In seconds. This is often overlooked, but what an incredibly valuable stone. Better than a herb or a spell, portably and rugged.

Baddie Critter:

Gogor. Not unlike gargoyles or huge bats in form, Gogor are black as
midnight, with tough hides and leathery wings. They stand about
7 feet tall. Their heads are elongated with a certain reptilian appearance.
Huge, protruding green glowing eyes see in complete darkness.

I’m a fan of all the artificial and specific “monsters” in Shadow World, but Gogor are a good foe for a capable group. My players have some remorse from opening stone jars found in an ancient facility. What they hoped was treasure….

Special Weapon:

Kalta. A Loari Dart Pistol with a 10rnd clip. Very cool, practical, and not game changing. I’m a fan of small projectile weapons and thrown weapons. They add a coolness factor to combat, are a unique skill for players and they don’t impact game balance.

Riding Animal:

Kith. A giant six legged panther? Sign me up for that!!!

Cool Item:

Rod of Tanys. Not magic, but a tech remnant, this grey metal cylinder is 2″ diameter and 1 foot long. No it’s not a light saber, it’s a “power whip”!!! There A LOT of cool magic items that Terry has created, but I like the cinematic nature of this weapon.

Favorite Practical Spell:

Warning Portal. Found on the Warding Power list in EMER and SWMA, this simple spells allows the caster to set a magical trip wire across a portal. If someone crossed the barrier, the caster is alerted. This is a 1st level spell. It’s practical, reliable and needed in an adventuring group. I’ve been working on BASiL warding spell lists, and this good spell design.

Those are just a few of my favorite things. I found that on each re-read of the SW books I found something new, something I forgot or a new idea is sparked. Are there any particular things in Shadow World that appeal to you?

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Spell Law Deconstruction: Spell Attacks, Resolutions and Resistance Rolls

One consequence of my BASiL project is a critical, and hopefully objective, review of the spell mechanics found in Spell Law. I’ve blogged on “deconstructing spell law” under a number of topics here on the Rolemasterblog; perhaps too many times to provide relevant links. But today’s blog is related to my previous posts on Resistance Rolls (HERE and HERE) and might be helpful to review when reading this entry.

Spell Law establishes some basic classes of spells: Healing, Informational, Elemental, Force etc. It feels like the foundation of a consistent set of principles that covers various spell effects, but unfortunately falls short. I dropped this entirely in BASiL for now, but I’m in a review process and may reinsert spell types again. {I haven’t reviewed RMU enough to see how they might have address this issue}. At issue is the varying classifications of spells compared to the spell resolution.

Three Types of Fire Attacks.

As an example let’s review the differences between Firebolt, Wall of Fire and Call Flame. All are classified as “Elemental” spells. Firebolt has it’s own attack table and Directed spell skill to resolve attacks like a traditional weapon. A target’s defense is determined by AC and defensive bonus. Wall of Fire is a fixed effect that delivers a Heat Critical and specifically states that there is no RR. Call Flame doesn’t specify a resolution, but based on RAW, I believe a BAR is rolled and the initial target is given a RR. One could argue that the missile style of the Firebolt lends itself to a weapon attack resolution, the Wall of Fire is in a fixed position and thus has a unavoidable effect if walked through or touched. Call Flame is a bit of a hybrid. It could be considered a targeted spell (like the Firebolt) when manifesting (takes 1 rnd to form) and then a fixed unmoving effect (like Wall of Flame) for it’s duration of 1 rnd/lvl.

I’ve got no problem with Firebolt and Wall of Flame resolution, but does Call of Flame require more thought? Perhaps a better resolution is to treat the manifestation as a Fireball for attack purposes and then a Wall of Flame for the spells duration. Why am I parsing this?

I don’t think a physical attack, whether Elemental or Force, should be resolved using a magic realm resistance roll. Essence RR’s are modified by the Empathy stat. If Call Fire was imaginary or a nerve attack then ok, I might buy that argument. But Call Fire is actual flames–any defense against that should be physically based: quickness, a “dodge” or maybe even an intuitive reflexive flinch.

Let’s use a more apt comparison: Fireball vs Vacuum. Both are aimed, area spells but neither have a directed spell skill. Fireball is an explosive burst of fire and is resolved on a attack table using physical parameters: range, area of effect, defenders DB etc. Vacuum is a “Force” spell, but still an implosive burst of air. It’s a real, physical manifestation and yet, a target makes a v. Essence resistance roll.

There are numerous examples of similar spells that are physical attacks, don’t have their own attack table but are treated like intangible magical effects that can be mitigated by a magical resistance. It just doesn’t work for me. So what are some options?

  1. Generate individual attack tables for any applicable spells. That sounds like a lot of work, and more tables.
  2. Have the spells use existing established attack tables to save the extra work, but to model physical attacks and physical defenses.
  3. Establish a Resistance Roll that is based on physical stats. Qu/Qu/Int for example? This is the metaphorical Dodge; a slight twist of the body, a ducking of the head or similar that avoids the spell damage.
  4. Allow a targeting process that if successful, inflicts a mandatory result. Basically a Wall of Fire but with a accuracy roll.
  5. Use the “Dodge” skill with these types of spells (physical attacks that don’t have it’s own attack table).

If you’ve followed my BASiL project you know that I generally opted for #2. Plant attacks use the Grappling Attack Table, Wave Attacks utilize the Ram/Butt/Bash Table etc. Since these have attack tables I do allow for directed spell that models a casters mastery and increasing efficiency of the spell.

However, I’ve also experimented with a physical resistance roll that is used for reaction times: ambushes, physical spells etc. Like many of you, I will continually tinker with my house rules, but one thing is certain: I don’t believe that using magical resistance against a physical attack (magic or otherwise) is a good resolution rule.

What do you think?

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Follow Up: Magical Languages in Shadow World

Now that I have had a few years of playtesting on my magical languages I thought I would blog a quick update. This is a follow up to my 2018 blog post on the subject and the added comment I posted in response to others.

For a quick summary here, I have made magical languages a skill rather than just a assumed ability that is gained when learning spells. In fact, it’s odd that Rolemaster doesn’t embrace magical languages as skills given the need to codify virtual anything as a skill. (I’m looking at you RMSS!) My goal is to create barriers to learning spell lists within my “free market” approach without arbitrary rules about Open/Close/Base or learning lists via “A”, “B”, “C” et al spell picks. (Base list restrictions is just another “Rules for Rules” example).

I originally had 20 or so magical languages I was trying out, but over time I’ve reduced them to just over a dozen. This is due entirely to my thoughts on mapping the development of magic use from the Ka’Ta’Viir (arguably Arcane or possibly Mentalism) to the multiple “realms” that I use in BASiL. So while I created a few of my own, I started with the base magical languages that Terry helpfully provided! I generally classify them as “High” or “Low” which corresponds to Base/Closed and Open classifications in Spell Law.

Aludos:* The “alphabet” of Enruning. Aludos is the language of “short hand” magic used in inscriptions, runes, glyphs, sigils, hieroglyphics and other codified, written magic. This is not a spoken language, but Aludos allows a caster to execute inscribed magic as well as interpret other’s work. (This magical language replaces the function of the Rune skill)

Elemos. High language of Elements. This language is used for casting the high spell lists of Elemental Magic.

Enruth:† Language of Imbedding Magic. Used for alchemy and enchanting objects. Glottogonic analysis suggests the Enruth evolved from a mingling of Elemos and Aludos.

Krônyt:* The High language of physics magic. Used for spatial, physical and time manipulation spells.

Kugor: The High Language of Dragons. It is virtually impossible for other races to use due to limitations of the vocal chords.

Kuskarûk: An arcane language utilized in “Dark” spellcasting. It is believed to be a corrupted form of Orhan power and was introduced to Kulthea through the Charon pantheons.

Logos:† (‘The Word’) The discipline of word-thoughts: mnemonics, method of loci, meditation, transcendence and schema that allows a caster to utilize Mentalism magic.

Meanas: The high language of Illusions, Shadow and Misdirection.

Morgradoth. Language of the Pales and Void. Used for Demonic summoning and controlling spells.

Nomos: “Common” Language of the Essence, used for most lesser Essence spells lists.

Sylmaria: High Speech of the Flows. Almost musical in nature, it is required for spell lists involving the Flows of Essaence. This language is very difficult to learn. Its teaching is closely guarded by Loremasters and Navigators.

Shurak: Language of Fire

Uscurac: The ancient magical language of the Ka’Ta’Viir and “Arcane” magic.

Var Arnak: Language of the spells of the Unlife.

Xytos:† Language of Power-words (Essaence). This language is a limited vocabulary of single word spells and closely related to Uscurac.

With BASiL spell lists are assigned a language. So a caster that wants to learn a diversified selection of lists will probably need to expend additional DP’s learning multiple lists. In addition, the caster can’t cast a list above the level of their Magical Language skill rank AND the Magical Language skill bonus is the bonus used for the SCR. All and all it’s worked great and mimics the original arbitrary spell list acquisition rules using the core Rolemaster premise: skill acquisition.

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This is my Shadow World. What’s yours?

I’ve had the opportunity to correspond and talk with many other Shadow World games over the last decade or so and one aspect I really enjoy is hearing about their own interpretation of the setting; what aspects of Shadow World they use a what they don’t. Some of that trickles into the forums and discord server so it’s clear that no two Shadow Worlds are alike. That’s the way it should be!

I’m always irritated when I read a SW review that describes it as a “kitchen sink” setting. I’ve discussed this before, and it’s probably the result of the early third party modules that varied in style and tone, but it’s also true that the 1st Ed. Master Atlas and even Jaiman could be considered standard fantasy fare. When takes as a whole though, Terry’s collected works, “Canon”, is as distinct in flavor and often very unique in material as any other established setting.

I’m going to avoid a compare and contract situation, but I think Kulthea stands up well compared to the 2 standard AD&D settings: Greyhawk and the Forgotten Realms. It’s certainly more unique than the “white bread” Harn or Midkemia. But like all settings, each campaign, and each GM dips into the materials differently. Perhaps by preference or taste or driven by the players.

Throughout this blog I’ve written quite a bit of material that references my own Shadow World campaign–a campaign that I consider 1 single story despite 30+ years with different groups and players. In my mind, it’s been a continuous narrative, interwoven and ultimately heading towards a climatic conclusion that will never occur!

Over those years, I’ve adopted, discarded and changes a number of setting elements as Terry produced new material and covered new areas but some common elements remain a core part of my campaign style. I thought I’d note a few and invite others to describe their own unique elements in their Shadow World game. For this blog I’m looking for setting elements that are used or not used and not Rolemaster Rules…

  1. I’ve eliminated “Orcs”. Not just Orcs, but all of the standard D&D critters: Goblins, Trolls, Ogres and Giants. While Terry came up with new names for these races, I always felt they diluted the atmosphere of my game and leaned to heavily on ingrained tropes my players know too well. I use Quaidu, Neng, Krylites and of course the Unlife (which can infect all living things) as common opponents of the players. It’s not a hard adjustment, Terry uses very little of these races in his material.
  2. The Unlife. My use of the Unlife embraces the standard SW stuff: Priests of Arnak, Messengers etc but I’ve expanded it with a more liberal use of possession we call the “Soulless”. I also de-emphasize standard undead tropes (no ghosts, wraiths or vampires) and instead a Priests ability to Turn is effective against Unlife possession and manifestation. In fairness this was in no small part due to the Evil Dead and Deadites. The players experience more existential dread from fearing anyone being infected or possessed than being confronted with a standard Undead creature.
  3. I don’t really use Loremasters. It’s too easy to lean on a powerful mysterious figure that can save a group, offer advice and guidance and provide direction. As a GM it’s basically my avatar that ends up leading the party; a role I shouldn’t have. Instead I use Navigators quite a bit. Not only do I depend on the fickle and unpredictable nature of Essaence Flows, but travel is part of the setting. Getting from one place to another can be just as challenging as the ultimate goal and Navigators are an essential tool. Navigators can be funny(I play a few favorites with a very dry and fatalistic wit) but more importantly, completely neutral. In many cases wickedly mercenary with the group.
  4. Apparent to anyone that reads this blog, I lean heavily into the Gods. They are real and manifest, so they should have a significant role in the goings on of the world. But they are also fickle and capricious, so when they do provide aid or guidance it can be with a hidden cost or inexplicable purpose.

Of course I’ve blogged about ret-conning a number of things in Shadow World as well, but these are just some basics. I’m curious what you use, or don’t use, in your Shadow World campaign?

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Rolemaster Spell Design: Thematic or Mechanistic?

Since I’ve been spending quite a bit of my writing time on BASiL: Mentalism I’ve also been engaging with a few other writers about spell design concepts. As my blog title suggests, there are two approaches to Rolemaster Spell Lists.

Thematic. The spells within the list are unified by a concept, theme or purpose.

Mechanistic. The spells are unified by an underlying process, mechanism, or metaphysical force.

While I am firmly in the “Mechanistic” camp, there is compelling evidence that some spell lists in Rolemaster were driven by the “Thematic” approach. Why might that have occurred? I think Professions development is a top down process: you start with a professional concept, you define the skills and abilities that reinforce that concept and then you assign skill costs and spell abilities last. For instance if we want to model a Paladin profession we might then create broad spell list categories like this: “vs Undead/Evil”, “Healing”, “Buffs” and “Combat”. Then we would design and fill in spells under those thematic categories. That makes sense.

The problem is that you can end up creating spells that work on different operational principles. Good examples of this can be found in the expansion Professions in RMCI, specifically the Nightblade and Paladin lists:

Nightblade/Distractions. This list contains a number of spells that fit under the umbrella of “subterfuge” it’s a hodge podge of styles. Nightvision (a personal augmentation, Confusion (a mental effect), Smokeflash (a teleport with a elemental angle),Extinquish (cancel elemental). So the list is a bit of Magician powers and Mentalist powers all jumbled up.

Paladin/Holy Warrior. This spell list really covers three areas: self healing, buffs (Strength & Courage), and “holy auras”.

A quick review of almost any list will find at least half a dozen “outlier” spells that don’t really fit into the mechanistic’s of the spell list. I’m not suggesting that a thematic approach is wrong, and ultimately, you probably need a mix of both to create full spell lists.

When I try to create a new list (or clean up a messy Spell Law List) I start from the bottom and build the list mechanically. What is the underlying “power” of these spells? Are they similar that they support the fundamental idea of a Spell List? (Similar spells that increase in power). Sometimes I can build enough spells to form a new list to 50th level. Other times I need to include a spell that doesn’t fit well but is needed to support the list functionality. Other times I have 1 cool spell but it’s a dead end to building a full list around the idea.

While I mostly use a Mechanistic approach, it can also lead to less diverse spell lists, or ones that might be better served with a HARP scaling approach. That’s a valid criticism. For limited spell lists, like the Shadow World Messenger Lists, I used a more Thematic approach. I feel comfortable using Thematics for Channeling spell lists, given that they are arguably structured for use by a Diety/Being.

The Thematic approach appeals to my gut- it’s intuitive, it reinforces professional tropes and provides wide latitude to populating a spell list. But my mind finds the mechanistic approach a more orderly process to spell list creation. In the end, much of this will depend on your concept of a spell list.

What are your thoughts?

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Shadow World Review: Emer, The Great Continent

If you are like me (mid 50’s) and have been playing Rolemaster and using Shadow World since it’s release in the late 80’s, the publication of the Emer box supplement was a huge step forward for the Kulthea world setting. By 1990, there were over a dozen Shadow World products, but until Emer, only 2 were written by Terry: Shadow World Master Atlas and Jaiman: Land of Twilight. The other 10-12 products were by third party authors. While all of them have their strengths as game supplements, they were generic adventures that were shoe horned into the game setting and did relatively little to expand world building.

Before I dive into my thoughts on Emer, let’s quickly review where “Canon” was in 1990 and the two Terry products mentioned above. For the most part, the Shadow World Master Atlas (SWMA) was fairly generic, establishing a few SW tropes: Navigators, Loremasters and Dragonlords but mostly was meant to connect Rolemaster to a useable setting. These elements were kernels of ideas from the Loremaster module series and expanded and built off of that early material. The Flora and Fauna book was mostly generic creatures straight from Creatures and Treasures and covered all the basics from standard D&D. The timeline was only 2 or so pages and didn’t add any depth that the later Emer regionals provided.

If the SWMA set the table for the setting, Jaiman was the meal. Clearly not a regional book as it was titled, it nonetheless brought a specific tone and style to the setting. A lengthy adventure tied various elements together and promised a larger world (The Grand Campaign took this further), cool “dungeon” style tombs embraced Terry’s architectural background and fused high tech elements in a fantasy setting. It was light medieval fantasy but there was a hint of darker things: Evil Gods, Unlife and enigmatic Lords.

In my opinion, Emer brought a whole new vibe to Shadow World: more mature, more grimdark and more malevolence. One aspect that contributed to the look and feel of Emer was the artwork. You can’t talk about the Emer box set without referencing the incredible box art done by Les Edwards. I suspect that art launched hundreds of adventures and sold many on the Shadow World setting. Prior to his death, Terry even planned on carving the City of the Dead out of the Emer IV supplement to give it it’s due. For more Les Edwards art; interestingly, he did the cover art for the fighting fantasy books by Ian Livingstone who IIRC did one of the Shadow World fantasy fiction books?

Besides the box cover, the interior art was different than that found in SWMA and Jaiman. This piece appears to be done by Michael Alexander Hernandez. It feels modern, perhaps even futuristic but foreboding. It certainly lent a different tone to the setting from previous books.

This piece doesn’t seem to have an artist signature, but it’s in the same style. While B/W, it appears to have a Lugrok tearing into the victims skull…is that rivulets of blood on his face?

History of Emer

The timeline and history of Emer introduced several powerful factions: the Jerak Ahrenrath, the Eight Orders and the Masters of Emer. In further work, the Masters have sort of disappeared, but the Jerak Ahrenrath and the Eight Orders become integral to the wider plots of Emer and the future of Kulthea itself. For me this is entirely new material that expands the Canon; none of this material was seeded in the earlier Loremaster series nor hinted at in the SWMA, so it was a delight to read and shifted my view of the setting–for the better.

Flora & Fauna

Again, Emer added to canon with some new plants and creatures. As I have argued, SW needs more of this and less Terran standard critters and plants to help in game immersion. One of my favorite (if you’ve read Priest King you’ll know this):

It’s important to note, that many of the Canon SW books introduce new flora and fauna, but these weren’t all included in future Atlas’s. For instance, the Shalish, Frask or Boerk were never included in SWMA 3 or 4. I believe I compiled a full list of plants/creatures from all of the core books to be included, but I think it’s a failing that they weren’t included in MA’s.

Races

With a new canvas to paint and a huge land area to fill in, Terry was able to expand on the races found in Shadow World. Of note are the Kuluku. Most of the new Emer races seemed to finalize the racial types found in all later books.

Geography

Part V of the main book covers the various regions which, like the rest of Kulthea are wide ranging in styles, cultures, topography and climate. The Essence Flows are given less credit for this phenomena, and I think that the later de-emphasizing of the Flows as Barriers was a lost opportunity to reinforce a key element of the setting.

This section is further expanded in the later Emer regional books and all, if not almost all of it, is found in those later books. (except for the pending and final quadrant Emer IV)

For me a few takeaways:

Kaitaine really needs it own supplement. From the glassed roof grand marketplace to the Palace of the Bankers.

Krylites are very cool and make a better foe than Orcs.

Part XI (slight spoilers)

I recall reading Emer for the first time and it was this section that really shifted by view of Shadow World. The Jerak Ahrenreth, the “Secret Circle” and it’s history became a more compelling plotline than some abstract Dark God or Evil NPC Magician. A dense world spanning history tied the past with the present made this evil and twisted cult the long term antagonist(s) for my Shadow World campaign. Much of the material seemed familiar and is reminiscent of the Court of Ardor (but that’s ok, cuz that was cool too)

The Circle of 8, the Adherents and the cool citadel layouts are Terry at the top of his game.

ATLAS ADDENDUM

The second book included in the Emer Box Set is the Atlas Addendum and this is where all the new material and cool stuff can be found.

Part I is a grab bag of topics and delves into world awareness, the nature of “good” vs “evil”, more details on other planes, and even advice on modifying Navigator charges.

Part II is the extended timeline, specific for Emer and greatly expanded in later books.

Part IX Places of Power includes a number of magical, mysterious and relevant places in SW. Most can be moved around and used anywhere. My f

Part VIII and Part X: Other Powers & Goodies

But the Jerak Ahrenreth wasn’t the only power introduced in Emer. Terry introduced is to the Eight Orders of the old Emerian Empire, let by Aldaron (a nod to Star Wars?). There is great material here, either as foils for the group or as possible back grounds for the players. And there are Yarkbalkas! We also learn about the Storm Wizard, who is retconned in later work and his 4 mysterious Storm Heralds.

The Dark Gods

Perhaps the biggest addition to Other Powers is the inclusion of the Charon pantheon, the Dark Gods. Of course this is a major expansion to the setting and impacts the metaphysics of the game, channeling and future SW products.

Artifacts & Lost Technology

Often time we buy and read supplements for the “goodies” and not necessarily to use in gaming. NPC stats, fortress layouts and cool magic items. The Emer box set delivers in spades with a good list of artifacts and notable items. I believe that most of these were never incorporated into later Master Atlas’s, so the Emer Box set is the only source for this material. Notable items include (finally…) the Ilarsiri, the Starsphere, the Leafblade, a number of books which I missed in my previous blog, powerful staves, and a slew of Lords of Essence items. Also included is the Lense of Strok, which was my McGuffin for my high level adventure series: Legends of Shadow World.

Other bits. Terry also threw is a more comprehensive look at magical materials, some Warding and a few other Spell lists and pretty good Encounter Table that I used for my version.

So why is Emer Box set worth a look?

  • It appears that only Emer III is currently available on DrivethruRPG. The Emer book will provide an overview over the whole continent–including Emer I & II and the pending Emer IV.
  • While the material was included and expanded on in Emer I-III, it was a better template than that used in Jaiman. (Assuming Xa’ar is Jaimain: NW; Wuliris is Jaiman NE; Tanara is Jaiman SE and Haalkitaine is Jaiman SW). A broad overview of a continent with smaller regional supplements seems a better format.
  • The addendum was the precursor to the desired “Artifacts and Technology” supplement that Terry always hinted at. There is cool stuff in this supplement.
  • It leaned further into the fusion of scifi and fantasy.
  • It established a globe spanning danger that could anchor any long term campaign.
  • Combined, the SWMA and the Emer Atlas basically “fixed” core canon material. Besides some smaller regional powers, some expansion on the Jinteni and some discarded ideas (like Jewel Wells) the framework is all there for future work.

Like many SW products, the Emer Box Set will never be reprinted. Perhaps the Addendum could be republished as a PDF? Or even better, a Master Compendium could be collated from all of this disparate material.

Ultimately, the Emer Box Set was the maturation of Shadow World as a setting, laying the groundwork for all subsequent material.

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Happy New Year!

I had posted up some past New Year’s blog posts, but I changed my mind. Rather than review the past year or even put out some goals of my own, I wanted to focus on an “Independent Creator Program”, the Jonstown Compendium, put out by Chaosium:

2023 has been a huge year for the Jonstown Compendium, our independent creator program for RuneQuest and Greg Stafford’s world of Glorantha at DriveThruRPG. Congratulations to the wonderful community of creators involved, and to everyone who has supported the program by buying products, and leaving ratings and reviews!

Since the Jonstown Compendium community content commenced in December 2019 there have been some 349 independently-created titles added, or an average of seven new titles every month!

And in October 2023 a highly significant milestone was achieved, with over 50,000 titles sold! This year alone, more than 80 new titles have been added! Thanks to our community creators we are truly living in a golden age of Glorantha!

Highlights of this extraordinary program include:

  • regularly topping the best seller lists at DriveThruRPG;
  • received critical praise from reviewers and customers alike;
  • winning several ENNIE and other awards;
  • the creation of a dedicated Storytelling Collective stream for first-time RuneQuest creators;
  • promoting new releases in the Chaosium blog’s regular Journey to Jonstown series, as well as promotion on BRP Central, EN World and RPGNet;
  • selling out at pop-up stores at conventions Chaosium attends including UK Games Expo, Dragonmeet, PAX Australia, and of course, Chaosium Con;
  • serving as a stepping stone to further work as a professional in the TTRPG industry, a prime example being Greg Stafford Memorial Award winner Katrin Dirim whose art graces the 2023 RuneQuest release The Prosopaedia;
  • and, most importantly of all, helping foster a growing and dynamic community of independent creators, each exploring Greg Stafford’s mythic universe in their own way, yet strongly supportive of each other in such groups as the Jonstown Compendium Creative Circle on Facebook.

Here’s to 2024: we can’t wait to see what is created!

And congratulations to the talented RuneQuest creators behind the Top 6 best-selling Jonstown Compendium titles released in 2023!

  1. Harald Smith, for NOCHET: QUEEN OF CITIES
  2. Ian A. Thomson & Friends, inc., Peter Johansson, R. Andrew Bean, John R. Hutchinson, Graeme Prowse, for OLD PAVIS: THE CITY THAT TIME FORGOT
  3. Martin Helsdon, for SHIPS & SHORES OF SOUTHERN GENERTELA
  4. Simon Bray & Friends, inc., Nick Brooke, Mark Galeotti, Michael O’Brien, Chris Gidlow, for FURTHEST: CROWN JEWEL OF LUNAR TARS
  5. Nick Brooke, for CRIMSON KING
  6. Ian A. Thomson & Friends, inc, Mike Dawson, John Hughes, Vincent Jugie, Cristoph Koring, Mitch Lockhart, Sergio Mascarenhas, Erik Nolander, Soren Petersen, Simon E. Phipp, Graeme Prowse, Jeff Richard, Bo Rosen, Alban Schmid, Robert Wolfe, for PAVIS COUNTY & BEYOND: SECRETS OF THE BORDERLANDS.

For those that aren’t familiar, you can find the content guidelines HERE. and the user templates HERE.

This program has been running for a number of years, and it appears that the content output and quality are quite good. I’ve always been intrigued by RuneQuest and curious how large the player base might be. Did this community content increase RQ’s base? Is it just supporting the existing one? Is this a viable path forward for RMU, which needs game content to support the rules?

I’ll end this with another request to our readers. If you want to contribute to the Rolemasterblog, even 1 post a year, just let us know. We encourage and welcome a diverse range of ideas and creativity!

Have a great 2024!

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Rolemaster Review: Initiative.

I was ready to post pt 2 of my blog series on high level adventures, but recent discussions on the forums and discord server about initiative caught my eye and I had a few thoughts.

Initiative.

While I’m shying away from writing about rules (everyone has their own strongly held beliefs), I’ve always felt that initiative was a critical, but overlooked, component to Arms Law. One of my best working house rules was adopting a d100 initiative system and including it into the allocation of OB process. I wrote about it back in 2016. We use the allocated skill bonus all the time, but my rules around “combat spheres” is only used for 1 on 1 combat with disparate weapon reaches due to it’s complexity with multiple combatants.

In the RM combat system, attacking first can be the difference between winning or losing a battle. In many cases, a good hit and critical will be the result of a very high or open-ended role and the first to inflict a stun or similar effect is going to give the advantage. Thus initiative is no less important than the OB or the allocation to defense for parrying. The balance between attacking fast, attacking hard or defending can be real player strategy. For my players, the process is so intuitive and natural they probably assume it was baked into RAW.

Opportunity Action is also Lost Opportunity.

The second aspect to our initiative system that we’ve fiddled with is in regards to “Opportunity Action”. In our game, a player can delay their action until later in the tur, but it will cost them 50%. (-50 penalty). This not only reflects the lost time in waiting for in turn developments (we use a 5 second round) but also the precious seconds in processing unfolding events and then deciding how to respond. Allowing the player full action later, or at the end of the round, might risk them getting attacked but gives them too much agency. I don’t know if this our own invention or something I picked up from a early companion or someone’s house rules, but it works very well.

Initiative in High Level Play.

Ultimately, this touches upon our own analysis of high level play. At 50th level, the allocation of OB between initiative, offense and defense can make the difference between success and failure.

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Rolemaster High Level Play. Pt 1.

There has been some continued chatter in the RM channels about high level play, and recently some “D&D” blog post topics as well so I wanted to weigh in again. A few recent blogs about high level D&D play may be worth checking out:

https://grodog.blogspot.com/

First let me clear in my position: I believe d100 systems like Rolemaster are better suited for high level play than systems like AD&D. That may seem a curious stance to RM players who feel that higher level RM play isn’t workable at all, OR, at least isn’t embraced by the community as a whole. It’s been my experience that high level Rolemaster is not much different than lower level play; which ultimately may not be a selling point! For AD&D you can at least say that high level play is doable, but it can be almost a different game.

Let’s examine a few elements of Rolemaster that may affect the perception that it’s not suitable or appealing for high level play:

  1. Game Rules Support Low Level Play. Perhaps RM is seen as “gritty” or “low fantasy”. Copper coins, exhaustion points, and workman like magic items and realistic/verisimilitude mechanics lend itself to this perception and to lower level play.
  2. The Hero’s Journey. Many players, myself included, enjoy the challenge to get the PC to a level that’s at least survivable and have some effective skills and spells. Higher levels may seem just “more of the same”.
  3. Lethality. If low level combat seems deadly, then it’s easy to assume that high level combat is even worse.
  4. Complex Large Scale Encounters. Big bad buys aren’t going to single handedly confront the PCs. It’s expected that high level encounters could include dozens of combat participants including retainers, summoned creatures, armies and followers. Admittedly this can be quite a lot of work to track and make for a smooth running combat session. Why not just avoid it!
  5. Arms vs Magic Gap. Like many RPG systems, an abilities gap occurs between fighter types and magic users. By 20th level, a RM spellcaster will have all of their Base lists, all of the Open and most of the Closed. Their spell abilities will cover virtually every skill set needed: offense, defense, analysis, movement, control etc.

These are just general perceptions and in my experience haven’t been borne out in actual high level gameplay. I’ll explore this more in depth in future posts.

So, are D&D style games subject to the same perceptions? The Expert system introduced the Companion rules (covers characters levels 15 – 25); Master rules from 26 – 36; Immortal rules from 37 on up. Some of that ruleset and rule philosophy bled into AD&D and Gary even acknowledged that the next steps of high level AD&D should be in extra planar environments. But in general are the AD&D rules also seen as cumbersome or problematic for higher level play? My perceptions:

  1. Even at high levels, average hit point attrition makes almost any combat worth engaging in: if things go downhill you can usually disengage. This greatly reduces risk.
  2. Spell powers are GREATLY enhanced at higher levels. Wish, Globe of Invulnerability etc completely changes gameplay .
  3. Many professions get special level abilities that are real power enhancers that impact play balance.

Most seasoned gamers’ exposure to high level adventures comes from early AD&D modules: Vault of the Drow, Tomb of Horrors or Isle of the Ape. These were very much “railroad” style adventures with very specific challenges matched to PC skills, abilities, resources and powers. It feels like the best way to handle high level play is in very specific, carefully defined adventures like modules, but can high play work in a open world, “sandbox setting”?

We don’t have much guidance for high level Rolemaster play, but you could extropolate the Grand Campaign into a very high level adventure and much of the material in the Emer books could require high level PCs. I’ve commented elsewhere that one of the most common criticisms of Shadow World is that it’s a high level setting, and yet, no one seems to lean into that and play high level!

I’m going to explore this more in future posts but I wanted to get everyone thinking about this and perhaps offer your own comments. What do you think works or doesn’t work at higher level play?

Perhaps, after some examination, one appeal of the Rolemaster system is it’s useability at all player levels?

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Pilot RPG Playtest!

So this is a re-run of how I set up Navigator RPG. Today I have put the Pilot RPG draft up on DTRPG as a Pay What You Want download. You can grab it for free, and any money it does raise will go back into developing the game.

https://www.drivethrurpg.com/product/462737/Pilot-RPG–Playtest-Edition?affiliate_id=730903&src=RMB

I am a fan of putting things on public playtest, unlike RMu that has put behind a registration wall. The more eyes on the game the better, as far as I am concerned.

This game is covered by the OGL Open Game License. This means that you can grab it and hack it however you wish, and you can add community content. In this book, the Unarmed Attack Table and its condensed Claw Law were both community contributions, as was the Logo you can see on the cover (bottom left).

This is the Bare Metal Edition [BME] logo, which you can find on Github as a project. The idea is that all the rules, spells, monsters, items, etc. that I create as I iterate through genres will all feedback to a central public repository. In theory, anyone should be able to download the BME source files and build whatever they want.

This game builds on and extends Navigator RPG.

If you don’t have that game, you can grab it from DTRPG here:

https://www.drivethrurpg.com/product/288954/Navigator-RPG?affiliate_id=730903&src=RMB

In both these games there is a lot of content you will recognize, both as being rolemaster-esque, and as being straight from Rolemaster’s great grandparent D&D. All I did was follow the same process, going from the d20 source to the open-ended game mechanics that we know and love.

I you look at the screenshot above (from Pilot RPG) you will recognize the skill cost progression, and the numbered paragraph structure. I wanted to keep the numbered paragraphs because they make drop-in house rules incredibly easy to share. You just replace one paragraph 7.3 with a new 7.3 and everything else remains the same.

If nothing else, these OGL versions of the game mean that should ICE go bust again, there is a free alternative version of the game, now both fantasy and science fiction, that will live on, and one that anyone can write adventures for and companion material.

Finally…

It is unfortunate, but all titles that are released on DTRPG for free or Pay What You Want get hoovered up en masse. They are then bulk rated at 2* or if you are lucky 3*. These star ratings are then used by the site as a ranking metric.

If you download either or both games, if you get an automated email prompting you to rate your purchase, please could you give it a half decent rating just to offset the trolls?

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