My very first roleplaying game was MERP, Middle Earth Role Playing, which was a simplified version of Rolemaster. It was a class/level system, but advancement was handled through a point-based system when the levels went up. I thought it was great, and when I went on to my next game, West End's Star Wars, (also a point-based system) that was even better. Every game I've played in since then has usually been some form of point-based one, and I never got into D&D. When I finally looked at D&D, I was amazed by how non-intuitive and limiting the magic system was (you forget the spell after you cast it?), and how limiting the character advancement was. I haven't played any fantasy RPG's since my early MERP days, I've been mostly playing sci-fi or modern dark fantasy.
Anyway, now that I have found HARP, which is sort of a newer, better, even more flexible version of MERP, I'm thinking about getting into a fantasy campaign, either playing in or running it. I have two concepts I'm kicking around. The first is the idea of having a party consisting entirely of dwarves, or dwarves, halflings and gnomes only. Loosely, this is based on The Hobbit, at least as concerns party makeup, if not plot, but aside from that, I just really like dwarves and would like to play around with the conventions of the various cultures of those races.
The other concept I'm kicking around is that of completely eliminating the cleric profession from the game, and instituting a newer religious system that more accurately reflects polytheistic culture. As I pointed out in my comments to this RPG.net column, which rightly points out that the cleric is pretty much a priest from a monotheistic, authoritarian religious structure, most historical polytheistic cultures didn't have those types of authority figures. What I'm thinking of doing is eliminating the cleric and letting his abilities be available to anyone who wants to spend the points to buy them. I haven't quite figured out how to do this logistically yet, but the idea is that I'm going to set up something based (very loosely) on Germanic/Norse culture, where the religious elements are fairly clan-based, and that everyone participates on a fairly equal basis in what religious observances there are.
Now, I'm still trying to make it fit the high-adventure aspect of the game, not recreate actual religious traditions, so there will still likely be things like healing spells and what not, but I think that anyone should be able to "pray" for divine intervention. This, I think, will have the advantage of not burdening anyone with the somewhat stereotypical role of the cleric who hangs back until the fighting is over, and then heals the injured, but will also contribute towards what I regard as a more accurate depiction of polytheistic life. If anyone has comments or suggestions, I welcome them.
Anyway, now that I have found HARP, which is sort of a newer, better, even more flexible version of MERP, I'm thinking about getting into a fantasy campaign, either playing in or running it. I have two concepts I'm kicking around. The first is the idea of having a party consisting entirely of dwarves, or dwarves, halflings and gnomes only. Loosely, this is based on The Hobbit, at least as concerns party makeup, if not plot, but aside from that, I just really like dwarves and would like to play around with the conventions of the various cultures of those races.
The other concept I'm kicking around is that of completely eliminating the cleric profession from the game, and instituting a newer religious system that more accurately reflects polytheistic culture. As I pointed out in my comments to this RPG.net column, which rightly points out that the cleric is pretty much a priest from a monotheistic, authoritarian religious structure, most historical polytheistic cultures didn't have those types of authority figures. What I'm thinking of doing is eliminating the cleric and letting his abilities be available to anyone who wants to spend the points to buy them. I haven't quite figured out how to do this logistically yet, but the idea is that I'm going to set up something based (very loosely) on Germanic/Norse culture, where the religious elements are fairly clan-based, and that everyone participates on a fairly equal basis in what religious observances there are.
Now, I'm still trying to make it fit the high-adventure aspect of the game, not recreate actual religious traditions, so there will still likely be things like healing spells and what not, but I think that anyone should be able to "pray" for divine intervention. This, I think, will have the advantage of not burdening anyone with the somewhat stereotypical role of the cleric who hangs back until the fighting is over, and then heals the injured, but will also contribute towards what I regard as a more accurate depiction of polytheistic life. If anyone has comments or suggestions, I welcome them.
no subject
Date: 2007-01-19 08:03 pm (UTC)But, yeah, you could easily make it so that everyone has access to some amount of magick--e.g., to heal, to go berserk, etc.--somehow.
no subject
Date: 2007-01-20 03:13 am (UTC)I think the more interesting idea that will go along with it is that I think I'm going to grant free cleric-style magic to everyone, activated through a dice roll. I think I'll create a new skill called something like "Faith" or "Prayer" as a measure of their devotion to the gods, and have that skill be a modifier to a roll on whether the gods decide to intervene in their favor. They can get additional bonuses by making offerings, living as an example, things like that.
HARP is an open-ended D100 system
For example: Gimli Wartooth, Dwarf Warrior, wants to invoke a Blessing from the gods on himself and his party before going into battle. Bless is a spell that will grant a +5 to the target's Offensive Bonus, Defensive Bonus, Resistance Rolls or Maneuvers for the duration of the spell. He and his fellow warriors don't have any innate magical ability, but they are rather devout. Fortunately, everyone in HARP has access to Power Points (which fuel magic) even if they don't use magic. Gimli will have to spend the power points needed (4) to power the spell, but doesn't have any ability in the spell itself. He does, however, have 5 ranks in Devotion, giving him a skill bonus of +25, which means he rolls D100, adds 25 to the number, and hopes that he rolls over 100 (the base difficulty).
For each additional person wanting in on the spell, they also have to pay the power point cost, and the difficulty goes up. I figure this can be offset by sacrifices or oaths to the gods when asking for the blessing. Gimli, for example, can sacrifice a boar to his god for a +20 to the roll, or Thorin Snagglebeard can make an oath to craft a fine sculpture for the gods' shrine after the battle, things like this. The more offerings that are made, the easier it is to achieve the Blessing, and possibly the more beneficial it will be to them in battle. This can also be helped by increased power point expenditure.
That's just what I have so far, but I see it as workable. Probably not too hard for someone to port into a D20 framework, if they are so inclined, although I'll let them do that work themselves.