Category Archives: Rolemaster

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I have been doing a bit of homebrew rules writing this week and I have taken bits and bobs of other games and mashed them all together to get a set of rules that did a particular job. It isn’t rolemaster so doesn’t belong here but bits of rolemaster ended up in what I was doing.

Now if you take bits of different games you get different mechanics and different ways of doing the same thing. In rolemaster particularly RM2 if you look at how skills work you you get different ways of doing things in the same game!

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One of my favorite aspects of Shadow World is the general lack of fantasy “monsters”. Perhaps the early emphasis of the Fenlon Middle Earth campaign set the tone, but both Rolemaster and Shadow World were relatively light on the D&D style monster encounter.

As a younger player strange and unique monsters helped set the tone of wonder, mystery and even fear but as my players got older, introducing a never ending stream of monsters seemed to work the opposite by taking them out of the game.

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I saw a buy phentermine with online consultationtoday that listed Rolemaster as an example of a ‘Rules Heavy’ system. If you bought ALL of RMC that would be Character Law, Arms Law, Spell Law, Creatures & Treasures and Companion 1 you would have the entire published system and the entier page count runs to about 800 pages. That is roughly the size of just the three core DnD 5e PHB, DMG and Monster Manual.

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Continuing my Haunted House theme, buy phentermine online us pharmacy very kindly has given me a copy ofbuy phentermine india.

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I saw buy phentermine amazon and it made me wonder if any GM’s had used a truly “creepy” NPC in their game. Mysterious cloaked figures, black armored knights, damsels in distress are all standard tropes in fantasy RPG’s but who has created a really disturbing or uncomfortable character? Peter is running a haunted house adventure and that cries out for creepy NPC’s!

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In the next session I want to send my party to a haunted house. This is a really good opportunity to put into practice my resolution of piling on more atmospheric description (see buy phentermine san diego)

What I was hoping is that I could ask the readers here for more tips and your experiences of running a haunted house session. I am planning on the final showdown to be a zombies attacking from the grounds, breaking in through the doors, windows etc and slowly forcing the party up the stairs to the top of the house.

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I thought I would skip my “Weekly Roundup” for a player challenge. The challenge: suggest an interesting, creative or clever RM profession/magic item combination. The basic guidelines:

  1. One profession and one item.
  2. Artifacts are excluded.
  3. The combination should strive to make the “whole greater than the parts” or add an interesting dynamic or ability to the character.
  4. Extra kudos to the player who comes up with the best combo using the least powerful magic item.

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I have been through the adventure notes today adding post-it notes to scenes and locations with little added comments about sounds, smells and little visual ‘clips’ such as dust swirling in a vortex as a door slams shut.

These serve no purpose at all except to remind me to be more descriptive, not great long tracts of prose to be read out just little details to drop into the scene. I am hoping to bring scenes to life a little more, to make the sessions are little more atmospheric and engage more of the characters senses through the players’ imagination.