Friday, February 17, 2012

MERP, a retrospective


In the early 90s, I headed off from my childhood home seeking fame, fortune and a graduate degree. Only the third goal was achieved, but I did get to spend a lot of that time experimenting with tabletop roleplaying games that didn't have the words "dungeons" or "dragons" in their titles (this is possibly why the fame and fortune parts never materialized). Some of these, I played the heck out of (notably GURPS), while others, I only tried once or twice (Chivalry and Sorcery, Call of Cthulhu, Alternity, Star Wars d6, Pendragon). Another one of this latter group is Middle-Earth Role-Playing or MERP by Iron Crown Enterprises. MERP is a softer, gentler spawn of the angry, ex-Marine drill sergeant of tabletop role-playing games, Rolemaster. I've never played Rolemaster, I suppose, because I don't hate myself enough, but even MERP requires a healthy level of masochism. The interesting thing about MERP/Rolemaster is that even the DM has to filled with a sense of self-loathing to really embrace the system. Sadistic DMs are better off with Call of Cthulhu, in which they can inflict all manner of pain on their players without having to beat themselves repeatedly about the head. Anyway, as I was saying, MERP is a simplified and more approachable game based on the Rolemaster game engine. Like D&D, it is a class-and-level system, although the power curve is a little less steep. For example, a Warrior will gain 5 (or 3 depending on which table you consult, the rulebook is full of errors) development points for weapon skills each level. Each such point may be spent on one of the six weapon skills (1-H Edged, 1-H Concussion, 2-Handed, Thrown, Missile, Polearm) for a 5% to hit bonus or spend 3 points for a 10% bonus. Furthermore, once 10 points have been spent on a skill, the bonuses drop to 2% or 4% respectively. Combat is certainly more complicated than D&D, but not as torturous as Rolemaster. The character has an offensive bonus (OB) based on weapon skill, relevent stat bonus and magic bonuses which he may dedicate wholly or in part to his attack roll. The attack roll is then penalized by the defensive bonus (DB) of the opponent which is derived from the relevent stat bonus, a shield bonus (if applicable) and any portion of the defender's OB he wishes to commit to parrying. Up to that point, combat is pretty straightforward. The modified result is then compared to a combat matrix for the appropriate weapon group (in Rolemaster, there's a separate combat table for every weapon!) which gives a result that accounts for the type of armour worn by the defender. A typical result will give a number of hits inflicted, but good rolls can result in a critical hits roll. This is where things get painful. This game has critical hits for everything. There are puncture crits, slashing crits, crushing crits, grappling crits, heat crits, cold crits, electricity crits and impact crits and tables for each. If you have a particularly brutal "primary" crit, it can also result in a lesser "secondary" crit as well. Particularly bad rolls can also result in fumbles, of which there are several varieties.

Interestingly, aside from the obsession with the minutiae of combat simulation, MERP is clearly influenced by D&D. There are six stats which correspond pretty closely to the traditional D&D formula; strength, agility, constitution, intelligence, intuition and presence. There are also six character classes, one for each primary stat; Warrior (i.e. fighter; primary stat - strength), Scout (i.e. rogue; primary stat - agility), Animist (i.e. cleric; primary stat - intuition), Mage (i.e. wizard; primary stat - intelligence), Ranger (i.e. ranger; primary stat - constitution) and Bard (i.e. bard; primary stat - presence). All character classes may learn some magic, of which there are two varieities; Channeling (divine) and Essence (arcane). Obviously, the more magic-oriented classes of Animist and Mage have fewer restrictions. Spells are organized into lists of ten, within which all the spells have a related theme and increase in power with each level. For example, the Mage spell list Fire Law starts with a spell called Boil Liquid that can cause a cubic foot per level of liquid to boil and ends with Circle Aflame which conjures an immobile, 10 ft. high wall of flames encircling the caster and which inflicts a heat critical on anyone passing through it.

So, you may ask why I'm posting about a game I played a couple of times some twenty years ago. Well, it turns out I have a ton of supplements for this game that I recently uncovered during a spring cleaning. I had forgotten I even owned most of this stuff. Going through it all has brought back a lot of memories, not so much of the game itself, but of the time in my life when I used to have a lot of free time and, apparently, a lot of disposable income. So, I thought I'd share it with you all.

-Rognar-

Rippin' on....In Search of the Unknown

Some old school fun from Zack and Steve:

B1 In Search of the Unknown, pt.1

B1 In Search of the Unknown, pt.2

-Rognar-

Wednesday, February 01, 2012

Pathfinder Minis: Another Viewpoint

I didn't say it would be a much different view point. I finally got my case from Paizo yesterday and I too got a full set. However my Dragon Booster was missing. Paizo customer service was wonderful as always and within 20 minutes of notifying them I got a shipment notification that it was on its way.

My one big disappointment was how much I paid for them. I subscribed to the Mini line on top of the Adventure Path line and that should get me a 15% discount on a case and each pack's special booster at 75% off. The case and the booster came to about $240 which isn't too bad until I realized I got charged $40 for shipping and then got dinged $20 on customs charges. In the end I paid just over $300.

Derrobane and Tayloritos paid about $240 for their cases and Dragon booster and that included shipping and they didn't get dinged customs fees. I like supporting Paizo directly but not by paying an extra $60 for exactly the same product.

Anyway, prices aside I am pleased with the set. I got a complete set although I didn't pull the werewolf until the very last box I opened. I got a ton of Ettins (3). None of mine were broken and I didn't spot any horribly mangled paint jobs.

Also in the box was part 5 of Jade Regent AP. I have been really pleased with the second half of this AP so far. Most AP start strong and then weaken as it goes on. This one seems to be the opposite which is odd since James Jacobs wrote the first part of the AP and his adventures tend to be pretty awesome.

Friday, January 20, 2012

Pathfinder Minis: A Review

Since Wizards of the Coast's Harbinger set quietly surfaced on the shelves of the Sentry Box back in 2003, I have been actively collecting all sorts of gaming miniatures and coincidently hemoraging cash from my bank account. After collecting nearly every single miniature from the D&D minis line, most of the Axis and Allies minis, many of the Star Wars minis and hundreds of Reaper and Rackham miniatures, I now humbly consider myself an authority of 28mm collectable minis.

Pathfinder Minis came out recently. Obviously, I was obliged to buy a case. Here is what I think of Pathfinder Battles: Heros and Monsters from Paizo:

Good Stuff:

1. Only 40 minis to collect. I like smaller sets. They are easier to complete.
2. The plastic is nice and hard. There was little 'floopy-dong' syndrome that plagued D&D minis.
3. Some of the painjobs are quite good. The Lich is particularily good.
4. Great distribution in a case. If you buy one case, you will most likely get the entire set. There seemed to be a really good small-to-medium ration.
5. Nice details in the muscles on many of the creatures like the minotaur, ettin and ogre.

Bad Stuff:

1. Price. These little suckers are expensive. A booster pack is around 4 bucks. A booster comes with one or two minis. A large booster is around 6 bucks with one mini. WOTC's stuff was far cheaper than this.
2. Packaging. Holy crabapples, the packaging weighed 4 times as much as the minis. Seriously, for one single mini, there is a full color box and large plastic insert. The way Paizo packaged this stuff will surely fuel any pro-green organizations out there.
3. Sculpts are a little shakey for some. The wings on the chimera and on the manticore were very poorly done. My manticore actually came with two left wings.
4. The look of the monsters. I really hate most of the artwork from the Pathfinder Bestiaries. Some of the minis are exact duplicates of the crappy artwork in the book.

I suppose this set was better than the first set that Wizards put out 9 years ago, but Heroes and Monsters still pale in comparrison to most WOTC sets. Rackham sets are still far better than any of the prepainted minis sets that have been put out so far.
I have hope for Paizo, though. This is their first set. Just like Wizards, Paizo's future sets are sure to become much better as they continue to release stuff.

3 out of 5 stars.

Monday, January 16, 2012

A Tale of Two Gaming Stores

Most of my adult life has been spent in two major Canadian cities, Montreal and Calgary. The former is the cultural and financial centre of French-Canada, with a laid-back, fun-loving style. Montrealers play much harder than they work. Hockey and politics have replaced Roman Catholicism as the religions of choice for most of its residents. Montreal is very cosmopolitain and more than a little decadent. If jazz and sex are your pleasure, Montreal is your town. Americans might compare it to New Orleans, with much harsher winters.

Calgary is the home of Canada's oil industry. An island of concrete and suburbia surrounded by a sea of ranchlands and canola fields within sight of the Canadian Rockies. Calgarians play hard too, but they work even harder. Climbing the corporate ladder and owning the biggest, most gas-guzzling, all-wheel drive monstrosity you can buy are what it's all about. Calgarians may be more concerned with padding their portfolios than discussing Sartre over a pitcher of sangria at their favourite terrasse, but their capitalist ways go a long way toward funding the "joie-de-vivre" of Montreal. If skiing and rodeo are your pleasure, Calgary is your town. Americans might compare Calgary to Denver, with only slightly harsher winters.

Both Montreal and Calgary are blessed with truly awesome gaming cultures. French-Canadians love games and there's a fascination with the occult and New Age philosophy that is clearly evident. This is reflected in Montreal's most famous gaming store, the incomparable Le Valet d'Coeur. Though by no means spacious, the gaming mecca of Rue St. Denis is packed to the ceiling with gaming goodness. How they manage to jam in so many titles (in both English and French) is a mystery to me. I'm sure there's a little sorcery involved. In keeping with French sensibilities, they also have a lot of stuff you probably wouldn't find in most gaming stores. Occult supplies, tarot decks, crystal and pewter figurines, puzzles and other odds and ends are displayed throughout the store. Still, role-playing games, collectible card games and miniatures are their bread-and-butter and every trip to Le Valet d'Coeur is a feast for the hungry gamer.

Not to be outdone, Calgary has its own pilgrimage site for gamers, the awesome Sentry Box. Far larger than its Quebecois counterpart, the Sentry Box is unlike anything I've ever seen in Canada. It's inventory of role-playing games, CCGs, wargames and fantasy and sci-fi novels is unmatched. Even more impressive (if that's possible) is the amount of space available for gaming. Weekends at the Box are like mini gaming conventions, with 6-8 tables active at any one time. Miniatures games like Warhammer are particularly popular, making the gaming area a cool place to hang out and watch the proceedings. Workshops on miniature painting are also frequent. Now don't think the Sentry Box is some corporate store with whitewashed floors and immaculate displays, it's not. It's a bit cluttered, the stairs creak, the shelves sag, and dust can sometimes collect on the less popular corners of the place. It is truly a mom-and-pop operation and it's fantastic.

-Rognar-

Thursday, January 12, 2012

What do I want from D&D 5?

The short answer is nothing. Now that's not to say I wouldn't play it under any circumstances. I can certainly conceive of the possibility of D&D 5e being a more enjoyable gaming experience than Pathfinder and, if that were the case, I might be inclined to switch. However, I know what the parameters are for the redesign of D&D and they don't excite me. WotC has tried to slaughter a few sacred cows since taking over TSR, but despite the protests of the more vocal critics to the contrary, in my opinion, they've mostly been cosmetic changes. Feats and skills add some complexity, but the fundamentals are intact, hit points, armour class, class-and-level character design and advancement. It's all still there, it's all uniquely D&D and it's all untouchable. Whether the next iteration of D&D looks more like BECMI or D&D 3.x or AD&D is largely irrelevent to me because all those versions of the same game still exist and they all share the same flaws in my mind. Here's the thing though. I don't think D&D 5e should change a thing. Ok, they should change a few things, but they are mostly superficial. D&D is what it is, warts and all, and if they can "Unite the Clans", that's great. But with what I consider to be far superior games like Legend, BRP and Traveller out there, it's hard to get too excited about ascending vs. descending AC or whether dwarves can be wizards.

-Rognar-

The Latest A&A Minis


Hi, my name is Derrobane-bane and I am a plasti-holic.

I'm not sure what to make of this new set of WOTC Axis and Allies minis that is supposed to come out next month. They are sure to be obscenely overpriced, to have floppy propellers and wings and they are sure to have paint jobs that my 6 year old daughter could easily trump in quality. Still, there are only 30 randomized minis in this new set which means I would spend only half a fortune collecting them all as opposed to a full-on fortune. The game is supposed to be a new independant A&A minis game that is fully compatible with the old army minis game.

With my latest case of minis coming in from Paizo, these new A&A minis may have me back on the plastic-meth train that took me the last 36 months to get clean from. May the gaming gods have mercy on my addicted soul.

Monday, January 09, 2012

To no-one's surprise...

WotC has announced the upcoming release of D&D 5e. Learning a lesson from Paizo, they are going with a playtest. Good for them. I wish them all the best and if they make a game that's better than Pathfinder, who knows, we might even play it. The addition of Monte Cook to the design team certainly adds to my level of interest in the project.

Don't expect to see much from WotC on your store shelves in the next 18 months.

-Rognar-

Friday, January 06, 2012

Rippin' on superheroes

I've fallen a bit behind in my blogging, what with the holidays and all, so here's a double shot of SomethingAwful.com from Zack and Steve as they explore the Marvel Superheroes and Heroes Unlimited games:

Heroes Unlimited: Villains Unlimited

Marvel Superheroes

-Rognar-

Hey, the OSR won.....something! I guess

Some self-described members of the old-school renaissance (revolution, revival,...whatever it is) have declared victory. I didn't even know there was a game on, but apparently we're on the losing side. At least I think it's us, (i.e. non-OSR gamers), since it's not clear what the rules of the game are or even who's playing. Now, it would seem to me, a clear victory condition for the OSR would be for WotC to re-release all the older edition pdfs, but that hasn't happened. According to the "winners", the victory results from the release of the D&D Essentials red box and the fact that Mike Mearls likes old-school D&D. Well, I guess you take your wins wherever you can get 'em. Of course, before they pop the champagne corks, they should recall that WotC just hired Monte Cook. Remember, he's was one the main guys behind D&D 3e, the game the grognards used to complain about before D&D 4e came along. If the OSR guys think D&D 5e is going to be 1974 all over again, I think they're in for a surprise. There are certainly some admirable qualities to the DIY mindset of the OSR, but it doesn't give them much influence as far as the business of rpgs is concerned. Nobody is going to market a game to you if all you intend to do is praise it. Approval won't cover the payroll.

-Rognar-