Posts Tagged ‘D&D’

Shadow Assassin As Street Samurai

Sunday, January 3rd, 2010

The shadow assassin is a Pathfinder RPG core class created by the excellent Super Genius Games.  I love the Super Genius Guides, and the shadow assassin has to be one of my favorites.  I haven’t written about it much, but I love Pathfinder.  The shadow assassin is a wonderful implementation of a good idea in a great system.  In short, a perfect marriage.

What is the shadow assassin?  A blend of rogue and beguiler (see the Player’s Handbook II, D&D 3.5), with echoes of the 3.5 assassin prestige class.  The class focuses on using shadows and concealment for everything from stealth to combat.  The class offers the skills, saves, and attack options to be expected of a stealthy type.  The other abilities are where the class really shines, though.  By using areas of dim illumination, the shadow assassin is able to blend with the shadows and even become a shadow himself.

Personally, I think the coolest features are the options for daggers and the ability to create a light weapon out of pure shadow.  I’ve always felt that the dagger ended up being way too ineffectual in D&D.  That is, there were never enough options to make a knife fighter a really viable option the way it is often used in the fantasy genre.  The shadow assassin offers some more options, like Daggermaster, that go a long way to rectify that problem.

I also love the ability that allows a shadow assassin to create any light weapon out of pure shadow.  It fires my imagination like nothing else, and I can just see cinematic sequences in which the cloaked shadow assassin takes on a squad of enemy guards, dodging their weapons and blocking with a weapon that flashes in and out to deflect the occasional lucky blade.  In short, serious badassery.

So…I’m not a d20 Modern player (yet), but it occurred to me that the shadow assassin would make a pretty good street samurai/ninja.  Some tone elements could be tweaked to add a more cyberpunk flair to it, and it would be neat for a game like Shadowrun or d20 Modern.  It seems like a class well-suited to the internet land of Snowcrash or as the avatar for an AI or for someone like Merlin Athrawes in the Safehold series by David Weber.  The shadowy striker can fit into just about any fantasy/sci-fi game, and I think the shadow assassin is a good fit for the role.

Reblog this post [with Zemanta]

World Premise Twist: Education

Wednesday, December 30th, 2009

The typical fantasy world assumes a low level of general education.  Many (or most) can’t read or do basic math.  Scholars are rare or derided, and universities and higher learning are not considered to be worth the expenditure in gold and real estate.  Learning is generally not a priority for most people, because most fantasy worlds assume a medieval level of development and resources.  For the average peasant, there is little time for reading when crops must be gathered.  Adventurers focus on staying alive or the practical knowledge they need to loot more efficiently.  Generally, this makes sense given the medieval baseline.

That is not to say that education does not exist in fantasy gaming or literature.  It quite often does, but it is at best a sideline.  Eberron introduced institutionalized education into D&D in a way that hadn’t been done in a major production before (again, to the best of my knowledge – please feel free to correct the record).  I think it’s safe to say that education very rarely drives much of any fantasy world, and that it is very rare for education to be anyone’s priority (in the fantasy world at large, at any rate).  Within the scope of my gaming experience, there has been little in the way of an educated populace.

I’ve been looking for a real twist to the Pathfinder campaign I’m in the process of planning.  While reading David Weber’s By Schism Rent Asunder, I had a brainstorm.  What if education was common in my game world?  What if the Empire, the largest unified nation in the world, sponsors public education at all levels?  What if the Fellowship of Light, the largest organized religion in the world, encourages its faithful to better themselves and others through intellectual endeavors?  What if most of the population can read, do math, and owns at least a few books?  I don’t think this is necessarily a revolutionary approach to gaming, but it certainly revolutionizes my approach.

The first step towards solidifying this idea is to determine the level of education in science, mathematics, literature, philosophy, linguistics, and religion that has been reached.  In other words, how advanced is their education in real-world terms?  I’ve decided to go with an Italian Renaissance-era feel.  So, the sciences (especially their practical applications to engineering) are on the rise, and intellectualism is prized.  Successful rulers must also be well-versed in all aspects of learning in order to be able to converse intelligently with one another and in order to manage their realms.

Keeping with the Renaissance influence, organized religion is also a sponsor of education, though mostly so that they might tempt the people to join the ranks of the priesthood.  Architects and artists are commonly commissioned to create great works that venerate the pantheons.  Clerics and acolytes also educate their flocks as part of their ministerial duties.  Most mid-size cities on up have a college or university of some kind, and some have more than one.  The Imperial capital, of course, has the biggest and most awe-inspiring of them all – Imperial Collegium.  There are half a dozen competitors in the city, but none with quite the same resources or prestige.

The next consideration is magic.  How does it fit into education in my world?  Is it part of universities, or do spellcasters maintain their own schools?  Either choice presents more options, but I’ll stick with magic included in universities.  Spellcasters have their own guilds, of course, but magical education may be found at most temples of learning.  In fact, artificers and archivists are quite common in universities around the world, melding the magical with the mundane.  I’ve always loved Eberron’s blending of magic and technology, and I’d like to carry the same tone into my game world.  A little bit Renaissance to it, perhaps, but it’s a good starting point.

Similar to Eberron, I’d also like to make museums part of the educational scene.  Many colleges have them, and they help the adventuring economy thrive.  Such collections provide ample opportunities for buying and selling, as well as cloak-and-dagger affairs.  Universities compete over having the best museums, just as cities and kingdoms compete over having the best universities.  Skilled faculty are always in demand, as are items (or people)  for study.  This way, adventurers are an integral part of the educational system and the economy.  Adventurers also exist in their usual capacity as troubleshooters, mercenaries, and just plain treasure hunters, but I like having a solid reason for so many antiquities and artifacts to be moving through the economy.

Class-wise, scholars and teachers may be of any class.  Artificers and archivists are going to be common scholar classes in my world, with a fair number of bards, clerics, and wizards for flavor.  There will also be a very sizable proportion of NPC classes represented, since not everyone is an adventurer.  It will vary a bit by institution, of course, but at most places the majority of faculty members will be from NPC classes.  The most common heroic class is most likely the bard, followed by the wizard and archivist.  Clerics and artificers have the smallest noticeable presence, but there are still plenty of them.

And there you have it…

Review: Secrets of Pact Magic

Friday, November 27th, 2009

Secrets of Pact Magic is a very interesting set of alternative rules for any OGL game.  I’ve often enjoyed fantasy worlds where magic is performed by binding spirits, or at least where such rituals are fairly common (say, more frequent than castings of planar ally spells, which have never been used in any game I have played in for the last seven years).  So, at first blush, pact magic looks like a good way to incorporate that feeling into D&D with both crunch and roleplaying.

Over the last several days, I’ve had the chance to read through Secrets of Pact Magic and have absolutely fallen in love with the way pact magic is presented.  A word of warning – I haven’t had time to do a playlets, so I cannot speak definitively about balance or the way the crunch plays out.  I’ll offer my opinion (since when has anything stopped me from doing that?), but take it with a grain of salt.

First, production values.  Secrets of Pact Magic is about what I’d expect from a third party publisher.*  The pages of the PDF have a nice background and border that add some flavor without being too distracting.   The art is not quite as good as, say, something from Paizo or Wizards, but its style fits with the rest of the production choices in the PDF and that’s really my highest requirement.  The typographic and other layout choices are mostly good, but the headers on some sidebars can be distracting.

The book begins with an introduction to pact magic, which is a good primer for the flavor of the pact magic system.  Reading it for the first time, I was immediately drawn in and wanted to give it a spin or work it into my own campaigns.  I love the idea of small bargains or deals that aren’t quite on the Faustian level (at first) in order to gain a measure of personal power.   It’s a delicious approach to magic ripe for roleplaying opportunities.

The way pact magic is presented in Secrets gives GMs a chance to use it either as a full-blown change to D&D’s magic system, or as an addition to the game as it stands.  I think the best way to use pact magic is by making it an option, but not necessarily by making it the primary source of magic in the world.  Part of my reasoning is that the pact magic system doesn’t seem meant to be a replacement for arcane/divine magic.

The classes offered in Secrets have a few holes.  Not big ones, mind you, but for the kind of game that I like to play the pact magic classes aren’t quite adequate.  I like having a cleric class, for one.  Pact magic offers the Occult Priest, but it doesn’t have quite the flavor I’m looking for.  So, pact magic can’t replace magic in D&D for me, but the beauty of Secrets is that it works just as well as a complement to the stock classes.

The way I played with my friends in high school was that all the standard classes in the Player’s Handbook were available, and then the GM picked from the dozens of supplements we collectively owned which other classes would be permissible.  There were usually at least two dozen.   I like having options, and pact magic adds some good ones.

I’m a particular fan of the Foe Hunter, a ranger-like class that lets the Hunter vary his/her abilities based on the currently-bound spirit.   I can see using the Foe Hunter as a holy warrior who calls upon spirits to hunt the enemies of his/her faith.  Alternatively, the Foe Hunter sells little bits of his/her soul at a time (sorta like a time share, but in hell) to gain the skills needed to off the next contract.

Note to GMs: want to make the supernatural a very important part of your campaign that is fundamentally tied to at least one character in the game?  This will do it.

In short, I love Secrets of Pact Magic.  The designers put some serious thought and effort into writing this supplement, and I think it makes a great addition to any D&D game.  I’m looking forward to working it into a game soon, possibly using the Pathfinder conversion.  I would have loved to review that as well, but this review ended up being way longer than I expected so I’ll save that for another day.

Disclaimer: I received a review copy of Secrets of Pact Magic, Villains of Pact Magic, and the conversion guide from Ed Healey at Atomic Array so that I could write this review.

* That is, a company with less in the way of resources than a one of the few major hitters in the field.  I love small presses, and this one is no different, so please don’t take this as a negative.

Want to learn more about Pact Magic? Read on…

Drop by Radiance House
Publishing
today!

Megadungeon: Planning

Wednesday, November 11th, 2009

I’ve been thinking more about my plans for a megadungeon, and have decided that it is finally time to being posting those thoughts.  I’m going to be following Jonathon Roberts’ battlemap and dungeon design tutorial over at NewbieDM.com, which I highly recommend to all aspiring content creators.  So, here they are…

My intial plan for the megadungeon centered around a giant rock spire thrusting into the sky.  I’d still like to do that, but with more of an emphasis on smaller sub-dungeons in the surrounding area.  The spire was converted at some point into a stronghold, the first few floors of which are occupied by a tribe of savage (but organized) creatures.

I’ve really been wanting to use kobolds (don’t ask me why), so how about making the first few levels above and below ground in the spire into a kobold warren?  They’ll be somewhat comic and subservient to a higher power, so I’ll stick in a big central chamber in which there will be ancient carvings and a story of someone foretold by the prophecies of a mad dragon sage.  The comic bit comes in whenever a new party enters the dungeon – the kobolds think they are the ones foretold and go crazy for a little while, until a troublemaker pops up and they turn on the party.

Nearby will be a graveyard full of mausoleums, all connected underground into a delightful maze of cadavers and necromancers.  Perhaps the graveyard was built as an addition to the castle-spire (which needs a name – how about Starblade Spire?) and while the original owners are long gone their mortal remains are very much present.  Necromancers seem drawn to the place, so they keep popping in and reanimating a handful of corpses before falling prey to one of the traps set by their predecessors or to a rival, which only serves to refresh the supply of bodies.  I do like the idea of having some undead lord of the place, but following the theme of the kobolds I’ll make it a zombie that’s become sentient after having been commanded by so many necromancers.  In fact, his/her lordship was a dread necromancer back in the day, so it’s not that much of a change.  He/she/it keeps trying to organize the undead into a village but for whatever reason they just keep eating the tourists…

That’s it for now, but I’ll be back later this week with more thoughts from Starblade Spire.

Upcoming: My Megadungeon

Wednesday, October 28th, 2009

Ladies and gentlemen, boys and girls, people who don’t identify with a particular gender or sexual label – I am before you today to inform you all of an upcoming project of mine.  I intend, with the help of a few good pens and pencils, some graph paper, a sturdy text editor, and (with a good amount of luck) some friends, to make a megadungeon and post it bit by bit here.

There has been a lot of talk about megadungeons amongst RPG bloggers of late.  This is not really related to any of the discussion of the theory of megadungeons.  This is all about having a good time and creating a kickass playground.

What I must first decide is whether I want to do a fantasy (read: D&D) megadungeon or a modern/sci-fi (read: Savage Worlds) megadungeon.  If I do a fantasy project it will be boatloads of fun and not confined to a particular setting, though it will likely be fairly edition specific with notes for alternative editions added.  If I do a modern/sci-fi project it will also be boatloads of fun but it will be centered around an urban dungeon of sorts – no mummies here.

Since I haven’t played nearly enough D&D of late I am leaning towards a fantasy megadungeon, but I shall continue to update you all on my progress going forward.  Later today or tomorrow I’ll post my initial thoughts.  I’d love to include maps and sketches, but I’ll have to sort out the scanner issue first…

Wizards Announces 4E Dark Sun

Friday, August 14th, 2009

Wizards announced at Gen Con that the Dark Sun setting is being revived for D&D 4EDark Sun is a blasted world, torn asunder by magic.  Psionics, which will be brought to 4E just months before with the Player’s Handbook 3, play a major part in the setting.  The original Dark Sun is quite the legend in many RPG circles, and that legend was directly responsible for the revival of Dark Sun.

It sounds like just the kind of setting I’m looking for at the moment.  Between Dark Sun and Eberron, I may just have the impetus to play 4E seriously.  How about you?   What is your reaction to Dark Sun?  Excitement?  Dismay?  How does it make you feel about 4E?

Printing and Literature in Fantasy Settings

Thursday, August 13th, 2009

Most fantasy settings take it as a given that books exist and are accessible to the denizens of the setting.  Wizards, for example, often use spell books.  Characters may augment their research abilities with access to a library.  Basic education is available to many characters, or so most games and literature seem to assume.  In a steampunk setting, for example, the printing press has (usually) been invented and propagated.  Sword and Sorcerory-style settings occasionally have scribes or calligraphers.  But by and large, the topic of printing and literature rarely comes up in fantasy settings.

Of course, not many characters care much about where they learned to add (if they learned to add) or whether or not they read the classics.  From a character standpoint, literature and education are often the same and mostly irrelevant.  The availability of books is, generally, a world building item.  Come to think of it, it’s a pretty boring topic for game masters and authors, too.  Nonetheless, it can be a nice depth-factor to consider.  It can also provide extra hooks and options for any campaign.

Steampunk settings are automatically geared up to explain the availability of printing and literature.  Education, too, for that matter.  The literature of the steampunk genre is often vastly more descriptive about both literature and education than that of fantasy genres.  Steampunk technology is also advanced enough for printing presses, and so the spread of the printed word is easily explained.  The latest issue of Steampunk Magazine includes a section on tramp printers, which make a nice option for adventurers.

Fantasy settings are less easy to explain away.  Because they (generally) don’t have printing presses, books and other literature must be copied by hand.  Scribes are very important for the dissemination of knowledge and information.  In Europe, Christian monasteries provided scribes who recorded history and copied the Bible into local languages.  Many other societies with which I am less familiar used scribes to serve the same purpose.  Some fantasy literature, like Robin Hobb’s Assassin’s Apprentice, does mention the presence of scribes.  Literature rarely exists in great quantities in historically accurate fantasy settings.

It is interesting, then, to consider how literature and the written word are spread through a fantasy setting.  Eberron has a dragonmarked House, that of House Sivis, that handles scribing and communications.  I tend to assume that things just get scribed.  I intend to add a primitive printing press (perhaps magically augmented?) and a Printer’s Guild to my world of Thelenia right away.  It will add depth and some new factions in the world.  In addition, it will slightly advance the technology and education available.  Thus, higher education and institutions, as in Eberron, become practical.

What solutions have you come up with?  How do your settings handle printing and literature?

Swords and Wizardry Quick Start Review

Tuesday, July 21st, 2009

One year ago, more or less, Wizards of the Coast released the 4th Edition rules for Dungeons and Dragons.  Long before that, there were such things as 1st Edition, AD&D, and 3.X.  And probably other variants that I’m too lazy to look up or talk about.  Ever since that first edition, there have been those who prefer one version of the rules to another.  I, for example, prefer 3.5 to 4 and have never played anything earlier than 3.  Swords and Wizardry is a part of the retro movement aiming to clone (and update) the original version of our beloved game.

Prior to seeing stuff about Swords and Wizardry on Chgowiz’s Old Guy RPG Blog, I had never heard of the retro gaming movement.  Even now, I’m not sure that it’s a unified “movement” so much as it is a bunch of guys and gals who love their game and do their damnedest to keep it alive and well.  So, when the first version of the Swords and Wizardry Quick Start rules became available I decided to download it and give it a try.  To be honest, anything before 3.X had always scared me a bit, due in large part to THAC0 and the total lack of books available at my FLGS (I mean, what’s up with that?  It’s like a ghost game that you have to find by knowing the right guys and handshakes and slipping twenties around.  Or so I thought in high school.).  Nonetheless, I dipped my toe into what turned out to be a delightfully warm pool.  But not the kind that’s warm because someone peed in it.  No sir, no pee in this gaming pool.

I proceeded to download both pre-release versions of the QS rules and go over them.  I actually read every word, which is pretty rare for me.  And now, at long last, the full Swords and Wizardry Quick Start Rules are available.  Hallelujah!  Here’s where I proceed to the real body of this review.  Like, you know, the part where I review something instead of just telling you how much fun I had looking over the pre-release versions.

To start with, I like the production aesthetic of the S&W QS.  It is simply done, easy to read, and laid out quite nicely.  It certainly doesn’t have the production values of, say, a WotC official product but it doesn’t pretend to.  It is a set of rules created by a man passionate about his game, and it shows.  More and more I appreciate the indie gamer ethic, and products like this are the reason.  It is polished and clean, and very easy to use.

The QS rules contain basic rules for setting up characters, pointers for the Game Referee, and a simple adventure to get things going.  The Dungeon of Akban is probably my favorite part of the QS package.  The map is well-done and the adventure is laid out in an easy-to-read fashion.  The section for players gives a basic run-down on how to make a character and then fleshes it out a bit more.  The options are a tad limiting, since the poor dwarfs may only be fighters, the elves may be magic-users or fighters, and the humans may be clerics, magic users, or fighters.  I’ve never been a fan of racially-restricted classes, since it feels pretty limiting.  This is probably my only real “problem” with Swords and Wizardry (and I believe it is different in the core rules).  The upside here is that the classes and races are both easy to understand and run, so it’s very suitable for a Quick Start set.

The relevant rules for exploration and combat are succinctly summarized, and this is one of the strong points of the game mechanics.  The system is relatively simple, but doesn’t sacrifice quality for ease of play.  It is certainly a system that will require a bit of getting used to for fans of other D&D editions.  The combat rules are pretty familiar, but Swords and Wizardry has done away with skills and feats.  Not sure how I feel about this, but it does simplify things and allows characters to do a lot without being bound by rules.  It means Game Referees need to be on top of things, and inventive, but since when is that a bad thing?

All in all, the Swords and Wizardry Quick Start rules are a quality product for a quality game.  It has everything a group of players needs in a QS set, and it definitely has piqued my interest in playing more retro D&D.  Give it a spin.

On Watering Holes, Rails, and Public Houses

Friday, July 17th, 2009

Taverns, inns, cantinas, and bars have played a central role in roleplaying games from the very first edition of D&D.  They provide places to sleep and replenish oneself, they are hangouts for all kinds of scum and villainy, they are places to find information, and they are excellent plot devices.  When I started playing D&D, every game I ran would begin with a bar fight.  Every.  Single.  One.  In fact, most of the bar fights ended with the party burning down the bar.  The group paladin would protest, the rogue would hi-five him or herself, and everyone else would have a rollicking good time.  Except the tavern owner, of course.  The party often found that their welcome was very worn very quickly.

Since that point, I no longer use bar fights.  They fill me with a sense of dread and mediocrity that can only be assuaged by ensuring the construction of a new tavern, one to stand for all eternity.  Now, the inns and watering holes featured in my campaigns still fulfill an important plot role, but they do so in a (usually) non-violent manner.  You see, the most important thing I learned from the early bar fights and incautious scrounging for tidbits and clues was that the local public house means something different to each player.  Well, duh! you say.

I make it sound like a big revelation to me, and it was.  Learning to allow the party to adapt my bars, inns, and taverns to their own uses also taught me how to run an unscripted (or at least rail-less) adventure.  Now, a watering hole is a resource for all players, but it isn’t just another combat arena.  It can be, should they choose to make it so, but it is what they make of it in the end.

And now on to the original point of this post and what I hope will be the veg and potatoes thereof.

As I noted earlier, pubs are an integral part of most roleplaying games.  Whether you are hardened mercenaries looking for a place to put up your boots, battle-scarred adventurers in need of some information, or star-faring cargo haulers with a hankering for real company a tavern can provide necessary services.  In game terms, taverns and inns provide overnight accommodations, sustenance, and contacts.  Contacts are, perhaps, their most important function.  When looking for transport to Alderaan, Obi-Wan Kenobi had only to look to the nearest spacer cantina to find plenty of pilots looking for cargo.  Sometimes the characters are the party and sometimes they are the cargo, but that is the beauty of a bar – they may be either!  The characters may walk in one day looking for a fence to unload some black market goods and walk in the next day looking to buy legitimate weapons.

These watering holes are by no means essential to any campaign.  Any city or habitation, unless under authoritarian rule, needs a place for locals to gather, socialize, and blow off steam.  In settings with a drinking age, some do not serve alcoholic beverages, like The Bronze in Buffy’s Sunnydale.  Even so, they serve the same essential purpose – mingling and contact.  When adding such a place to your setting, think carefully about the region, the locals, and what purpose this particular establishment might serve.  Not all taverns are like The Prancing Pony!  The Mos Eisley cantina is very different from an inn visited by a hero from The Wheel of Time.  Different races and locales warrant different watering holes.  The drow might use a dark, stony bar hanging from a stalactite in one of the great caverns of the Underdark, while one of the many civilizations encountered by Dr. Who might build inside the skeletons of some long-deceased, monstrous race.

And now I present you with a selection of NPCs, hooks, and ideas pertinent to inns, taverns, bars, pubs, and other watering holes in any campaign or setting.  Enjoy them, reuse them, and adapt them for yourself!

  • A mercenary from the 4th Mechanized Brigade walks into the cantina looking for the soldier who betrayed his unit…
  • Ned’s is the best bar in town – no one asks too many questions and it’s a good place to put your feet up without worry about cops poking about…
  • Carlo operates three taverns across the city.  He pays bribes to the right members of the Watch so that his patrons can enjoy a quiet ale in the company of friends or do business in the private rooms.  He doesn’t care what they do so long as they keep buying drinks…
  • Word is out that anyone looking for black market foodstuffs should ask around in The Grinding Gears.  There are goods to be had aplenty for them as can pay the price…
  • Johnny “Little John” Mackey escaped from the federal pen last week and went to ground.  He was most recently seen downing some bootleg gin at a speakeasy near the docks…
  • Customers at Kraal’s Bed and Breakfast have a tendency to go missing.  The hobgoblin war veteran says he’s as perplexed as anyone, but he seems to know more than he’s telling…
  • Vor’cha (sorry for the apostrophe) is a regular at the Blackened Beard.  He comes from an old mercenary clan and is willing to sell his blade to anyone willing to pay, but he’s fallen on hard times lately with the Peace drying up honest merc work…
  • The Maiden’s Reproach is the place to find businessmen in Blackrock. All the most influential power brokers gather there to strike deals and find bargains…

Upcoming at Creative Anomalies and Creatively Anomalous

Tuesday, July 14th, 2009

I have a number of projects currently in the works, and I hope to be able to bring some of them to you here.  Soon.  I promise.  Here’s what’s going on at Creative Anomalies:

  • A new comic schedule and a buffer of new comics
  • A new comic THIS WEEK
  • A new site theme

And at Creatively Anomalous:

  • Buffy the Vampire Slayer Savage Worlds fan conversion
    • Need to get permission from the rights holders to publish this
  • Apocalypticon campaign setting
    • A Savage Worlds Savage Setting published under a fan license
  • Thelenia campaign setting
    • A D&D campaign setting published under the OGL or Creative Commons if I eliminate any remotely proprietary material and any references to the D&D system
  • Some short works of fiction

All of the above will be available as a free download to you, the public.  It will most likely be in PDF format, though I will probably add .doc and/or .html files so that you can edit and change it to your collective heart’s desire.  I hope that you will use and abuse it, and send/post feedback.  My plan is to get the basics for all of my blogging items posted some time in August, if not sooner.  The fiction will be posted as it comes, and I hope it will be somewhat regular.  And with that I return to my normal workday…

Update 7/14/09: I will also be writing some tips for Johnn Four’s excellent e-zine Roleplaying Tips.  My tips will appear in August.  I highly recommend signing up for the e-zine (it’s free) and checking out the website, if you haven’t already.  Excellent tips for all systems.