Tag Archives: RMU

‘Well sir, if I were you, I wouldn’t start from here’

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.

More Musings on Professions: Are they Necessary in Rolemaster?

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.

#RPGaDAY 29th, 30th and 31st

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.

RMU – to infinity and beyond!

There was a comment to my last post that read:

The challenge I see with RMU as opposed to RM2 is the apparent lack of willingness to look beyond fantasy (and even then it’s their definition of fantasy). RM has always suffered (IMO) from the lack of a solid, accessible setting, and RMU just seems to accelerate that trend. They also took steps (especially in the combat system) to render it almost useless for non-magic settings if you leave it RAW. The flexibility that came with RM2 (and even RMSS in its own way) seems to be disappearing.

Is Rolemaster Worth Saving?

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.

Play Test Session #2

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.

Big Beasts and Big Hits

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.

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.

4th In my opinion the best bit of RMU is…?

Brian: Hands down it’s the size rules (which may be changed or modified). Such a useful tool for scaling deadliness of a creature, spell, object or trap within the rule frame. I understand that many people didn’t like the math, but it really is fantastic.

Peter: This was a hard choice and I am wavering between two possibles. I love the experience rules. I first saw them in HARP and I am really pleased to see them being used as the default rules in RMU. I was using the HARP rules, house ruled into my RMC game but now I am using the RMU rules in their place. My other love is Spell Law, pretty much all of it from the completed spell lists to the use of the spell aquisition skill as spell mastery.

Meta Skills

Brian and I both share the same philosophy when it comes to skills, less is more. Meta skills are a way of having less skills that enable your characters do more.

More is less

The more skills you have in your game the less capable the characters are. If there are only 40 skills and a character can afford to buy 10 plus some body development, weapons and perception then they have 25% of all the skill bases covered.

If you have 100 skills in your game and they can afford to buy 10 skills then the character has only 10% of all the bases covered.