Wednesday 23 March 2016

Flying theives


Its not the fist time I have had a mage go rogue in a game. Its often the case, particularly at mid levels that you pick up enough spells of diversity to accomplish a range of tasks and when given a small goal to accomplish a wizard can quickly piece a plan together that he feels can be executed without aid - power can be dizzying. In the last MERP for example the mage decided to do some scouting inside a formerly abandoned building on behalf of the party and even though Nick is relatively new to roleplaying, he quickly pieced together a solo plan - fly over to the roof, open a skylight, cast a landing spell to jump down safely onto the first floor, and throw up an earth wall to obstruct the corridor so his back was covered and  finally shrink himself to keep out of sight. 

This reminds me of those fiendish garden puzzles constructed for squirrels by people who couldn't get on a proper Phd to see exactly how clever nuts are. Or likewise give a crow or magpie a twig and see if they cant work out how to pick a lock, assemble a small shed or indeed set a trap for the aforementioned squirrel. Either way fortune favoured the special forces magic user and despite the fact the first floor nearly broke under the weight of a ton of earth, the day was won. What exactly they have won remains to be seen however but it can go to show what is possible when the dice roll on the upside and a plan comes together.
 
There are costs and dangers however - magic users in MERP have a fixed number of power points to spend each day and whilst one can use them to get mops and buckets dancing to tidy the tower, it can be the case that there aren't enough left when the Balrog pops in for tea. Needless to say that mages are also glass cannons and behind enemy lines, glass remains just as fragile as anywhere else.

So I have got the measure of the party now both in axes and staffs but as they are doing the equivalent of bargain hunting in Mordor, interest in their activities may well be in the rise.

It also appears the at 14th Age is on the cards as GM Bill reopens his world of bronze age myths during the Great Fall... I played in this one last time and its a shame I am running as its great fun.

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