The title of this post isn’t really a chicken-or-egg question: in
most cases, I surmise, the system you’re using comes first, and, if you’re so
inclined, you create a setting using the resources provided by the system.
Until, that is, the tension between system and setting becomes too great. Then
you’ve got the choice of shoehorning your setting into the rule box or opening
out the ruleset with hand-waving and/or house rules. In my own games, most of
the house rules that I create and apply come from my frustrations with the
system. Against that, most of the house rules my players thrash out, create and apply arise from their frustrations
with combat.
I’ll come out right now and own up: combat, while exciting
and fun, isn’t my focus. I’ve played multiple systems and considered many more,
and have found most rules for combat freighted with problems, whilst generally
providing a great deal of enjoyment, regardless. Most of the combat-related
issues I’ve had to consider over the years break down comfortably into two categories:
the ones deemed by my players to be generally unfair, and the ones where one
player thinks they’ve found an advantage only to discover that the rules can be
interpreted for and against their funky idea. I’ve found this everywhere, and
don’t expect it to change. Most rules simply can’t simulate everything and most
are weighed down with internal contradictions, even where they seek a level of
abstraction that ought reasonably to eliminate much of the problems apparent
with more simulationist offerings.
So let’s get that out of the way. As long as combat does an OK job and doesn’t
perpetrate injustices that leave players grumbling for whole sessions – or
longer – I’m content. My problem with systems is where they place strictures on
worldbuilding. One of the reasons I’ve enjoyed Rolemaster so much over the
years is that the basic structure of the game is a pretty good springboard for
adaptation to the requirements of the setting. Hence the question, properly
phrased: which should come first, the
system or the setting?
I’ve pretty much telegraphed my answer already, but I’ll
make it explicit: for me as a GM,
setting comes first, even if you end up with a brain-curdling mash-up/love
child of ten different systems. I’ve tried to put this into practice around a
Rolemaster base, but my patience is fraying a tad, primarily because I did a
huge amount of work to bring what I considered the necessary flexibility to RM2
and then RMFRP, and now, I’m facing a new contraction of options as the new RM
takes shape. I’m aware, of course, that new options will gradually come
available, and that’s fine so far as it goes. But will the options serve my
campaign world? Probably not, and for several reasons, which I’ll discuss
below.
Spell Lists &
Realms: I like RM’s spell list system, although I like other systems
better. But as it’s presented in previous incarnations of RM (and in the
playtest documents for the latest version), I’m finding it increasingly
confining. Yes, I know you can adapt it: I’ve done that plenty. However, the current system cuts down
creativity for both GM and players. There’s a bit of a myth in RM that, if you
have the Development Points you can do anything,
but this is somewhat hyperbolic. In the
RM2 core rules – and more emphatically in the new system – you can’t learn
lists from a realm that is not your own. RM2 introduced options whereby you
could do so, and this was carried over to RMFRP Core Rules, but the problem has
returned. But are realms the true source of the problem? Or is it, on the other
hand, professions?
Professions: RM
orthodoxy tells us that the development point costs obtained via professions
are a reflection of aptitude and early training. Thus they are flexible, but
not too flexible. If you make large sacrifices you can – rather pointlessly –
master skills or magic beyond the ken of most members of your profession. I
understand the reasoning, but I really
don’t like it: if you are the sum of your early training and inherent
aptitudes, cultures should be
professions. We should see 12th
level Wood Elves and 17th level Ogres, not 12th level
Wood Elf Illusionists and 17th level Ogre Fighters. But we don’t. Culture is an
add-on to professions, and of profoundly limited influence, usually granting no
more than a few set skill ranks and a couple of bonuses or penalties to various
activities. Race has a bit more of an
impact, as racial stat bonuses create difficulties in some areas (think Elven
Self-Discipline penalties, for instance. Elven Warrior Monks will always
struggle to utilise some core abilities). To me, professions, whilst not
infinitely elastic, should have greater flexibility, particularly with regard
to access to magic.
One possibility is to ditch all professions and use one (‘No Profession’) set of DP costs (or,
if that’s too extreme, a Non-Spell user, Spell-user and Semi-spell user set of
costs). One could replace professions with cultural DP costs (but allow a
couple of individual skill specialisations). Or one could simply abandon the
whole professions-as-inborn-aptitude notion and treat ‘professions’ as ‘classes’,
with all that that entails (multi-classing rears its head here!).
I find myself oscillating constantly between different
options, but these days I find myself leaning ever closer to the one size fits
all approach: one set of DP costs, for everyone. Allow extra rapid skill
development for folks who want to be really good at a narrow range of skills.
Allow players to choose their own realm(s) and base lists (maybe 1 Background
Option per extra realm) and insist on a set amount of base lists (3?4?) coming
from one ‘profession’ to ensure focus whilst
encouraging diversity. Grant 60 DP a level to allow for better characters at
lower levels and a point buy for stats. I’d marry it to the ‘Archetypal &
Cultural Builds’ system that I’ve previously mentioned here, retaining the
unique abilities and skill unlocks but drop all components to do with skill
costs.
I like this method of - errrm - re-mastering Rolemaster because it is comparatively ‘low magic’
and guarantees a reasonably level playing field. But most of all, by
eliminating the artificial flexibility of ‘professions’ with one set of skill
costs, you get a kind meta-flexibility. Everything – players, NPCs, even,
conceivably, monsters – is built on one base, but you then have all of those
spell lists – and individual spells for ‘special abilities’ – from which to
choose. Oddly enough, in some ways, the
less that is built into a system – the more torso-like it is – the more options
you have (which is why I've been enjoying re/discovering the OSR).
So here's the takeaway, for the purposes of this blog: henceforward, a reasonable portion of the fairly small amount of material for RM (see this post) I publish here will be based on the approach noted above: it sure ain't RAW, and if anyone wants to use it, it'll require adaptation for regular RM (whatever your flavour). But its a system I can carry over to the new generation RM, and its simplicity enables it to map across nicely to OSR games (and, when I'm feeling particularly complex, to Pathfinder.)
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