For me, one of the great innovations in early RMU Betas was the new sizing/scaling rules. Of course, much of that rule was modified due to player feedback, but the core idea is still incredibly useful as a scaling and informational tool for the game. In it’s basic form, the size scaling allowed for damage adjustments between combatants of differing sizes. Player feedback argued that on the fly adjustments added to much work to the game flow, and subsequent RMU beta’s incorporated size differentials into the weapon charts. However, the size rules can be applied to more than melee attacks. What information does/can a Size impart:
Is this the most awesome trailer for a role playing game you have ever seen?
To be honest I had no idea that people even made CGI trailers for rpgs! You can download a free sample of the game giving you character creation and an introduction (41 pages in total) here http://bit.ly/MutantFree.
The publisher must have thought of that too. So not only do they have the 41 page intro book but they also have a 66 page MUTANT: Year Zero – Starter Booklet.
I’ve mentioned Kickstarter, and Patreon, a few times in the past. For those who aren’t that familiar with them, what both of those, and others like Indiegogo, do is reduce the risk for making products. Essentially, you are getting a guaranteed income rather than a potential one. The guaranteed income may be lower – but if a product doesn’t work out it will actually be higher. So, lower risk.
This is my reply to Brian’s http://www.rolemasterblog.com/rmu-mission-accomplished/
Well here is a real bunch of thoughts for you…
Firstly, I don’t think the RMU devs have any intention of attracting new players. Through their inaction they have proved their intention. If they had reached out to any one of the other games systems communities and looked for play testers they would have got fresh eyes on the rules. They would have found out if the rules as written are enough to engage those new to RM. They would have started the discussion about the new version of RM with the wider gaming community. They would have raised ICE’s profile all over the world and the on going conversation would have drawn in more people.
For a game system that was predicated on “no limitations” for player characters, I still find the need to cling to Professions curious. More importantly–beyond PC creation and occasionally leveling–do Professions serve any other purpose? Is a Professional label important for NPCs–the most generally the predominant characters in a game world?
Besides acting as a general trope label, NPC’s in ICE products still list out all skills, skill bonuses and spell lists. Unlike D&D, there are no intrinsic skills or abilities imparted to professions at various levels in Rolemaster. The Profession listed on an NPC stat might give a GM a “sense” of that character, but what really matters is the stat block itself. There is really no need to know a Profession for an NPC–only their stats and abilities. That’s the whole point of a skill based character system.
This is the last of the #RPGaDAY posts. My answers the 29th and 30th are pretty generic but skip down to the 31st for the best answer!
29th What has been the best-run RPG kickstarter you have backed?
I have never backed a kickstarter. I don’t think I would for an RPG either. I have nothing against kickstarter or RPGs but I just do not have the gaming group to buy games and play them. With my meagre collection of games I still don’t have time to play all of them so backing games just to get more games that will sit on a shelf and never be played does not make sense. If there was a decent RM based kickstarter then that would be a different case. I guess I am just not part of the kickstarter/crowdfunding sub-culture.
This is a bit of a gloomy post but if you don’t like it skim down to the ‘…and finally’ which hopefully is a bit more fun!
Over the decades I have bought a great many role playing games. Many of them, or most of them, got played once and are now just on top of a wardrobe. The death blow for all of these games was either I didn’t enjoy running it or my players didn’t want to play it.
It doesn’t matter which side doesn’t want to play, if either withdraws their support the game is dead.
This actually took place a while ago now but what with Christmas and the #12daysofRolemaster this post got pushed back somewhat. My playtest player is back from university soon and it suddenly dawned on me that I never posted this write up. It was also useful to me to come back up to speed with where Gao is.
We left Gao out cold after losing a sword fight with a couple of assassins. Unbeknownst to Gao the assassins had left him for dead. The Emperor had used the body of the assassin that Gao had disabled to cover himself with fresh blood and had played dead. Eventually the assassins had been discovered by the palace guards, the alarm raised and a running battle ensued as the assassins attempted to flee though the Forbidden City.
There is an ongoing discussion on the RMU beta test forum over weapon sizes. How do you handle a halfling wielding a trolls dagger? Is the dagger a shortsword or a broadsword to the halfling. Does the fact that it was made for different hands make a difference to how you wield the weapon? There were complications where using an under or oversized weapon such as a undersized two handed weapon may be more effective than using a one handed weapon specifically made for you race. So all your human warriors are using halfling two handed swords rather than broadswords.