Category Archives: Opinion

Which Version of Rolemaster Do You Normally Play

For the past eternity, or so it seems, there have been small polls running here that ask a random question.

I recently did a reshuffle and so we have a whole new set of questions going on now but I thought I would share some of the results.

Today it is the results of the Which Version question.

I am not that familiar RMX (by which I mean I have never even seen the rules) so I don’t know which family it falls into but even without RMX the RM2/RMC camp is by far the largest segment.

Monster Weekend

I have spent the weekend thinking about monsters. I have said many times before that I am a monster snob. I think Gelatinous Cubes and Black Puddings are better suited to nouveau cuisine than for battling player characters. I just cannot buy into them.

I think I put my finger on what it is that a monster needs to have for me to want to use them and it comes down to two factors.

Professional Gamemasters For Hire. The solution for boosting the RPG community?

After reading that blog entry, I can’t keep thinking about the possibilities around an expansive system for hiring and paying GM/DMs to run games. Curious, I looked up “DMforhire.com” and found a DM in Canada offering his services through that website. Looking it over, it’s clear that John is offering a premium service: props, music, miniatures, theatrical touches etc. John is obviously just promoting himself—what I envision is a “Uber” of GM services. A scalable platform that:

  1. Allows GMs to create an account and offer their services. This would include the types/systems, play style, availability, pricing and a feedback system that rates the GMs.

Rolemasterbloggery: Happy Anniversary–to ME!

It completely escaped my notice until today, but April 26th was 1 year since my first post on Rolemasterblog.com. Since that first blog I was able to put up 114 posts in 12 months–almost 1 blog post every 3 days! I’m not sure how long I can continue that pace; part of the reason Peter and I would like to see other contributors on the blog (plus it’s nice to have new voices, thoughts and viewpoints).

Monks kick butt. Meta-physical or not.

It’s no secret that Monks are my favorite profession. From the early days of AD&D to the later days of Rolemaster, when I have been a player it’s always been Caylis the Monk. As I have mentioned before, I like the independence of the Monk—a class that uniquely breaks the whole trope of the balanced party. Monks don’t need equipment (10’ pole, oil flasks or iron spikes), don’t need armor or weapons, have stealth, resistance to disease and poison and can hit as a magic weapon…WAIT…just had an AD&D flashback….

By Jove I think I’ve Got It!

<I have a horrible feeling that is a miss-quote from Rex Harrison in My Fair Lady>

I have been thinking a lot about my Rolemaster feeder system rules and I think I can build two systems one for 4yrs to 8yrs and one for 9yrs to 12yrs. It took the example criticals that BriH suggested (“Bam!! Foe hit in face and forced to blink for 1 rnd”, “Kapow!! Foe is disarmed”) and some comments by Edgcltd to give me the inspiration.

Gender in RMU

Here are some unrelated gender based observations.

I have been lucky enough to game alongside 23 players in my gaming lifetime. Of those 20 were men and 3 were women.

I have glanced at some of the fantasy rich ‘fandom’ peer groups and there is see an almost 50/50 or maybe even female dominant population, people like your Whovians and Pottermores to name but two.

As far as I am aware there are no female developers on the RMU dev team although I could be wrong on that.

“Let the Wookie Win”: Turning a group loss into a campaign positive.

I recently read this blog and it got me thinking about the standard adventure and campaign progression. It also immediately brought to mind this scene and quote from an Indiana Jones movie.

Single adventures usually follow a linear narrative that provide a final challenge or battle that the players want to, and should win. But what about longer campaigns? Is it a series of wins, each providing experience and levelling up or is it a campaign of fits and starts? Can the players and groups lose at the end of a chapter? How about at the end of the novel? Gaming should be both fun and rewarding and few GM’s want to end a long running campaign with failure but significant set backs and even tragic losses during the campaign will make the eventual triumph that much sweeter.

Rolemaster Kids- Magic

I remember, it was maybe two years ago, there was a very active discussion on the forums about marketing RMU and there was a general consensus that there should be a Lite version of RMU to encourage people to give it a go. The point where people diverged was more on how do you make a light version of Spell Law? How many spell casting professions, how many lists and two what level?

Encumbrance

This is a topic I have touched on once or twice in the past but it must be a year or more since last time. It was also something that Intothatdarkness mentioned in a comment yesterday.

I do not use the Encumbrance rules as written. Initially I just junked them and left it at that. Then when I was reading the players character sheets in preparation for a gaming weekend I realised that a couple of the characters would barely be able to walk and the both the warrior mage and the sorcerer probably could not cast a single spell with the amount of metal they were hauling around.