I Am For The Darkmaster, Actually

In my misspent gaming youth, there was a game that the other members of my gaming group spoke of in strange, hushed tones. A game where you rolled on chart after chart after chart during battles. Where critical hits were described in gory, R-rated detail. Where character creation took hours and characters could die in seconds. This game was called Rolemaster. Whether or not Rolemaster lived...

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In my misspent gaming youth, there was a game that the other members of my gaming group spoke of in strange, hushed tones. A game where you rolled on chart after chart after chart during battles. Where critical hits were described in gory, R-rated detail. Where character creation took hours and characters could die in seconds. This game was called Rolemaster.

Whether or not Rolemaster lived up to the hype of those 8th grade memories, I can’t say. But I can talk about Against The Darkmaster, an OSR-style revamping of the rules from lead designer Massimiliano Carachristi. It may seem weird playing a product that’s built on nostalgia for a game that I’ve never played, but good OSR designs stand on their own without the need for nostalgia to carry them. Nostalgia, at best, is meant to flavor a design and smooth over a rough patch or two. How does this game fare without me fondly remembering the charts of my youth? Let’s look at the copy provided by Open Ended Games.

The book is a 570+ page tome with a full-color cover and crisp black and white line drawings in the interior. Art director Tomasso Galmacci is also listed as one of the interior artists and he nails the classic look of an 80’s rulebook. The work here reminds me of the sharp art in Forbidden Lands with some great full page pieces breaking up the chapters. Layout is kept to a simple two columns with scroll-like sidebars breaking in the text. It’s here where Against The Darkmaster starts to tip its hand that it’s not going to be a simple reprint of Rolemaster. Many of the sidebars scattered through the text offer rules hacks and tweaks with ideas that modernize the rules. I love it when designers offer these options in a rulebook.

The system starts out simple enough. Roll percentile dice, add them to a skill percentage and if they get 100 or over, the character succeeds. Roll over 175, and that’s a critical success. The success chart also suggests other modern elements, such as a success with a cost for a roll between 75-99 or a critical failure of 5 or below. Players can climb these heights (or fall into the mathematical pits of despair) because the percentile rolls are open ended. 95 or higher means the players roll again and add, while 05 or lower means the players roll again and subtract.

Combat and magic are where the charts start to truly make their appearance. Combat rounds are structured so that magic and ranged attacks sandwich melee action in a round. That allows for some weapon strategy too, as the longer the melee weapon is, the earlier it goes during the melee section. Instead of the base 100 target number weapons are rolled on a chart determined by their type of damage with each of the four armor types on the chart. If the roll is high enough, a second roll occurs on a critical hit chart also determined by the type of weapon. That’s where a short description of a nasty injury lives, along with some long term effects of the injury like a torn tendon or bleeding hit points each round. It also helps in the modern era for those with the PDF to print out any relevant charts and have them handy for each player’s damage.

Magic’s complexity comes in its versatility. The majority of the classes come with some level of inborn magic talent, with any classes having access to spell knowledge by trading in skill levels on a two for one basis. Multiple rolls for a single action slow down game play, but it doesn’t do so much more than separately rolling to hit and damage. There are magic points and modifier charts, but the real cost of magic is that if a magic user does too well, they run the risk of revealing the heroes to the Darkmaster and getting some supernatural goons sent to take out the good guys.

The Darkmaster is the main villain of the campaign created by the GM as a stand-in for them in the world. Rolemaster was related to Middle-Earth Role Playing and this element offers a chance to let the Game Master let their inner Sauron fly by taunting the PCs or sending some monsters to attack the party. It’s a fun riff on the wandering monsters concept and for those who might not have a fantasy villain in mind at the start of a campaign, the book offers a few charts for inspiration, as well as some sample villains and minions lavishly illustrated in some of my favorite art in the book. Creating a Darkmaster feels like a middle ground between the antagonistic play of early RPGs and the collaborative play of modern designs.

The Darkmaster creation is of the modern ideas incorporated into character creation, such as drives that come off as aspect-like ideas that encourage players to get into trouble to score advancement points. Players also get background elements that work a little like feats while also tying into drives and shared world creation. A character that has an Assassin training background is encouraged to make their relationship with their guild as a drive and the GM is encouraged to build the details of that guild together. While Against The Darkmaster is built by a team that loves the original game, it plays like the version of the game I would run: keep the stuff I like, add in stuff that fits my style.

If I wanted to run a game that felt like the weird, dark 80s fantasy of things like Dragonslayer or Willow, this is the game I would use. It’s heavier than my usual fantasy RPG choices, but sometimes you just have to play a game where you high five everyone at the table when you deliver a gnarly blow to the kneecap of the vampire king the Darkmaster sent to kill you.
 

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Rob Wieland

Rob Wieland

Hurin70

Adventurer
We were playing Rolemaster Standard System but it seems the time is pretty close.

Note too that electronic character sheets can make character creation a lot faster than it used to be in Pen and Paper back in the Ancient Days. Things like racial stats and talents, professional skill costs, and culture ranks are literally done at the click of a button.

For RMU, I've also outlined a bunch of 'templates' that are kind of like standard builds for each profession (or even somewhat like Training Packages for RMSS). This is made easier in RMU since all characters get the same amount of Development Points (60) to spend each level. So, I have a 'Fighter' template that has 2 ranks in several weapons, 2 in Body Development, 2 in maneuvering in armor, etc. If you don't want to buy your skills individually -- if for example you are new to the game and don't want to gimp yourself -- you can just take the standard build, at least at first level.

All of that being automated then makes for very quick character creation. There are a number of player-made tools for doing that already, and Rolemaster's Electronic Roleplaying Assistant will have its own character creation and tracking tool read for RMU when it drops (they have to wait for the release of RMU before they add the RMU module to ERA).
 

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Topramesk

Explorer
The Character Sheet book made RM (2E?) pretty quick... by having all the skills and their costs prefilled on the sheet for a given class. IIRC, it covers all the classes up to RMCIV.

By pretty quick, took me about 30 minutes, same for my friends.
MERP was about 15-20 minutes due to the reduced number of calculations and lookups.
Which said reduction AtDM inherits.

Being the author, I'm probably not the best person to answer this question, but judging by what I've seen, once you get familiar with the system 15-20 minutes seems more likely, even without an automated sheet. You may take a bit more if you start fiddling with background options, but we're still closer to MERP than RM.
 

Lurker Above

Explorer
I found character creation pretty cumbersome and, at times, confusing, and I played a ton of MERP back in the day. But we're going to dive in full-bore this summer or whenever the new printings are out. I hate trying to work from pdfs.
 

Banesfinger

Explorer
I found character creation pretty cumbersome and, at times, confusing, and I played a ton of MERP back in the day. But we're going to dive in full-bore this summer or whenever the new printings are out. I hate trying to work from pdfs.
Hi Lurker,
Could you go into detail about what you found confusing?
Most of it was not bad for our group, but there were a few things that were not referenced very well (for example, Elven Kin describes getting access to Kin spells: it would have been nice to have a page reference to those spells for easy reference).
 


Ace

Adventurer
When I automated the SM skill process using Appleworks 3 (on //e), it got down to 10 min.... but it also was ugly, and taxed the limits of the //e....
Yeah. We used a spreadsheet . Making a starting character for our games of standard system 5th level still took half an hour.
 

Blue Orange

Gone to Texas
You know, I saw this and thought it was a clever, story-driven modification to enhance the role of the Dark Lord in high fantasy as a narrative driver (definitely a classic trope and one that suits itself to play as it gives a final enemy for the party to overcome). I was totally unaware of the Rolemaster connection. Funny the things you learn here...
 

CapnZapp

Legend
I just found vs Darkmaster! And this thread! :) (y)

I had a look-round and looked at various comparisons between RM, HARP and vsD (chiefly the latter two), and followed recommendations toward vsD.

I have two bad things upfront:

* The developers shut their forums. Discord is an evil where no single discussion can live on for more than a short while, since all rules discussions must live in one long chat. :sick: <rant>I will never understand why young people can abide by Discord (and Reddit) when a discussion forum like this one is so superior, where each subject is discussed in its own thread, and can easily be revisited nine months later (like I'm doing here)... unless the attention span has drastically fallen in recent times.

* Initiative rules. As far as I can understand (with a single reply on Discord before I was disconnected) vsD retains the same ghastly non-rules as the original MERP did, where an order of phases is used, except when it isn't. It boggles the mind how perhaps the worst aspect of MERP can have survived to this day!

I briefly checked HARP, and sanity prevails: it uses a version of Initiative that maybe is too cumbersome for regular play, but it does use something I can actually understand. I will definitely throw out the "Tactical Round Sequence" and replace it with some kind of initiative in my vsD...!
 

CapnZapp

Legend
Hi Topramesk,
Love the game and the direction you've went with the rules.
About the only criticism our group had was that Crit tables will often put PCs/Foes into 'stun lock'. There is nothing fun about being able to do nothing but parry round after round.
Do you have a suggestion on how to replace that? We've thought about a 'knock down' or every monster having a specific replacement (e.g. spider has web immobilize on that result).
Interesting. One of the big endorsements of vsD was exactly that they had avoided the stunlock trap of the other games.
 

CapnZapp

Legend
I'd say MERP 4.0, with HARP being 3.0.

That said, I generally felt that one of the weaknesses of Rolemaster and HARP compared to D&D was that they basically didn't have class abilities (or other binary things). Everything is either a skill or a spell (or spell list). I think there may have been some cases where a race would give you a fixed ability, but if so that was always tied to race and something available at level 1. This means that there's very little room for getting new abilities at higher levels, you just get better at stuff.

To use the example of Stunned Maneuvering mentioned earlier, the Rolemaster way of doing that is to provide a skill you can use to get a chance to remove/reduce penalties for acting while stunned. In D&D, you'd instead either have an ability that gradually reduces stun penalties, or an ability that lets you unstun yourself X times per day. Is this a thing Darkmaster does better?
As an alternative perspective: I strongly dislike binary abilities.

Mostly when they overrule the DM's ability to rule how the world works. Simple example: the 5th Edition Alert feat. The +5 to Initiative is perfectly fine, but then it isn't binary. The other part "You cannot be surprised" is god-awful on the other hand since it tells the DM that you cannot use surprise for dramatic effect versus that character. Absolutely awful game design.

Of course, binary abilities are simpler, so for less impactful stuff there is no problem. Climber's "climbing doesn't cost extra movement" is just freeing you from useless math. Keen Mind's "you always know where north is" seldom ruins a DM's challenges in a way that a Ranger can't. "You can accurately recall anything you have seen or heard within the past month" would be unplayable if the DM has to remember for the character, but this nonsense is easily dealt with by just dumping that responsibility on the player: "The character that remembers is yours, so YOU make up what was said!"

The "there's nothing you can't gain at higher levels" issue is real, though. I never understood why some things weren't given a rank prerequisite, or that some Speciality Skill needed a certain level before it could be taken.
 

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