But there is part of me that thinks the players, or at least the characters, should not know a whole lot about the world they live in when they start their adventuring careers.
Good players can play it even if they are deeply familiar with the material.
My favorite game (lasted about five years) used RM2nd Ed, followed by Standard Ed. when it came out. We started out in Middle Earth (and who DOESN'T know a lot about that?), then ended up Portaling to Kulthea (the Shadow World setting) when our DM decided he didn't want to worry about us trying to go up against the Witch King.
(Yes, sure, he could have fit in other adventures, from other settings. Problem is, you get to a certain level, and you would be fighting baddies which the Witch King would either a) be allied with, or b) already take down as getting too uppity. :laugh: Either way, he felt it would be difficult to fit more good adventures into ME, and we decided we liked the new challenge.)
Loved that environment, wish I could have continued to play (but a move across the country made that moderately difficult...).
The earlier comment about 100-level spells in MERP holds true for RM as well. Heck, with proper preparation, even lower-level spells can be nasty. 15th level warrior mage, has a "talent" for fire, so along the way he picked up an item which helps him cast fire-based spells. Then, one night, he gets possessed by a demon (one of those disadvantage "character traits" purchased long ago, which the DM finally decided to take advantage of). DM hands player a message, "You are possessed by a demon, whose sole goal is to cause chaos." OK, I sat for a moment (other players were having a little "discussion" which hadn't quite come to blows...), then started writing. I came up with something like:
- Cast a Fireball (IIRC, lvl 8 spell)
- Taking extra time to cast (to help overcast)
- Talent- fire-based spells are 1/2 cost (that's probably the balance for the Disadvantage talent)
- Using the fire-based spells item (something like 1/2PP for fire-based spells)
- Doubled the radius (*2 PP) to envelope the majority of the party members, esp. the really good fighters
- Tripled the damage (*3 PP)
- Centered on the nastiest fighter of the bunch (Mio) (because I knew that, with her temper, I likely wouldn't survive if she did...)
8*2*3/2 = effectively a level 24 spell. Tough, but not impossible, for a 15th-or-so level RM character.
I RARELY saw the DM surprised by something we told him we were going to do.
The eyebrows raising in surprise, followed by the nod and the smile as he agreed with my calculations, made my day. :laugh:
Made the Mio spend THREE "Fate Points" to survive. That was another first.
Chaos indeed.
What was that about needing new character sheets...?
Brian Pickering