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I continued to be a big fan of RM/SM until 1989. I could see ways to do just about every gaming setting, and several non-gaming settings (Aliens, Dune, etc.) using those rules. But, something happened over the summer of 1989. I was at DragonCon, and a naval war gamer challenged me that if I need more than 1 sheet of paper (4 pages) for rules, for a war game, then that was too many. The more I thought about it, the more I couldn’t get away from the idea of minimalism.

Though, he was an extreme-minimalist. Minimalism isn’t “the least”. It’s “what is necessary, but nothing more AND nothing less”.

The quote above comes from the Stargazer’s World site in a comment on phentermine 2016. The comment was by a regular contributor called Johnkzin.

It is an interesting idea, what is necessary, but nothing more AND nothing less.

I have had that going around my head all week. They are talking about wargames and RPGs are not wargames. What that means to me is that to play the game at the table the monster stats are not part of that 4 page limit. Monsters and their stats are easily condensed down to what the GM needs at the table but the monster book is a resource and not ‘rules’.

I think spells and spell lists are part of the PC or NPC. You can give your players a copy of their own lists, I think that is pretty much common practice, and the same for NPCs. The rest of spell law is just reference material and not rules needed at the gaming table.

I also think that character creation is not needed at the table and does not need to count towards our 4 page limit.

That removes a lot of bulk.

So what do we need? Arms Law for one and skill resolution for a second. Base Spells and resistance rolls for third. One is relatively big and the other relatively small and spell casting is just a simple look up. So how low can we go?

The following two documents are a single page (2 sides) super condensed combat and skills resolution version of Rolemaster. This is really not intended to challenge Arms Law in any way and it is not meant to be historically accurate. You will also notice that it draws on bits of MERP, bits of RMU and everything in between.

What you get is a single attack table that is generic but below it are modifications for each weapon so to all intents and purposes each weapon is differentiated.

You get a hit location system using the units dice to give a 1-0 result.

The critical is then rolled for that location and the bonus damage, stun and bleeding scales with the critical severity. The GM also has to insert descriptive words like blow/strike/hit to vary things a little. Each critical does come in two parts for armoured and unarmoured so what looks like just 16 possible criticals is actually nearer to 100 possible outcomes.

Why would anyone ever want to use this?

One of the best roleplaying sessions I ever played in took place on bicycles riding though country lanes. We used the stop watch function on digital watches (this was the early 80s) for dice and we knew our characters and the rules of D&D well enough to not need any books. That sort of game session is almost impossible with Rolemaster because of its table dependence. On the other hand if you had a dice roller app on your phone and just these two pdfs you could pretty much run an impromptu game session with nothing else.

I would go so far as to say that you could run an entire game session using this and most of your players would not notice the difference unless a particular favourite critical should have come up.

This is a bit too minimalist even for me but it was an interesting experiment.

Does anyone think they could do a 2 page character creation? I suspect I could, but then I have had a week’s head start.

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The “Undead”–a popular creature class drawn from a wide range of cultures, legends and mythology. Rolemaster has Egyptian Mummies, European Vampires, and Ghosts combined with the established D&D creatures like Wraiths & Ghouls. But are all of these actual “Undead”? If not, what are Undead? Are they:

  1. Animated corpses? If they are just magically infused bodies/skeletons are they truly undead anymore than an enchanted sword?
  2. Re-Animated corpses via a “spirit” or “will”? Is the body/corpse/skeleton infused with a soul or spirit? Is that Undead or is that a imbedded intelligence?
  3. A non-corporeal entity via a “spirit” or “will”? Does a persons dis-embodied spirit define an Undead?
  4. A being created via a spell or magic ritual? Does a entity that becomes something else, post death or beyond death meet the definition of an Undead?
  5. A possessed corpse? Is a corpse possessed by another entity an “Undead”?
  6. Something else?

Certainly in it’s more simplistic form an Undead is merely a creature or entity that is functional “after death”. The problem with that all-encompassing definition is that it embraces a wide variety of  Undead tropes.

  1. Only be hit by silver weapons.
  2. Only be hit by Holy weapons.
  3. Only be hit by Magic weapons.
  4. Only be affected by “turning”
  5. Can or cannot be banished.
  6. Immune to stuns/bleeding etc
  7. Causes a stat or level “drain” of one sort or another.
  8. Affected by the “moon” (if only one) or sunlight.
  9. Susceptible to “Clerics”.

So what is the underlying mechanic or philosophy behind Undead? Are animated corpses “undead” or just magically infused meat puppets? How does one draw a spirit from beyond? How are Undead created? How are special Undead created? Why do typical Undead need to follow common western European tropes (Mummy, Vampire, Wolfman, Zombie?). If you were to create a world from scratch, would you just populate it with common fantasy Undead? Is there a better, more consistent way to create Undead? What is “draining”? How does it work? How do you recover lost stats or levels? What spells protect against Undead? What type of Undead Does a Clerics spell turning work against a animated corpse? Does the Clerics patron god allow for powers against Undead or that specific type of Undead? If you allow many types of Undead, should they require different spells to deal with them? Do the Undead fit into the setting, afterlife and “soul” mechanics of the world?

Once you take away the Judaeo-Christian concept of Undead/Possession and symbology (crosses, silver, holy water), I’m not it’s clear what the strict definition of an Undead might be.

What do you do?


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I’m curious and interested about exploring niches of Rolemaster and fantasy RPG’s in a novel way–subverting tropes, high level adventures, monsters as PC’s, eliminating the Profession system etc. In my last blog I discussed some one-off adventures I’m working on that consists of a buy phentermine bulk and both Peter and I have written blogs about certain creatures being classified as a buy brand phentermine. All of this touches upon whether various creatures or traditional monsters would make good PC’s–a subject I’m looking forward to exploring much like I’m doing with 50th lvl characters.

But these questions ignore the broader issue–why are certain races and creatures “Monsters” or adversaries to begin with? Should PC appropriate races be determined by a race’s intrinsic morality? Does RMU’s creature creation system open the door for any creature (assuming a base level of  intelligence) to be played as a PC? Assigning levels, special abilities and skills to creatures draws them into the Character Law system–why not open the door a bit wider for PCs–not just more traditional races, but “monsters” as well?


Perhaps the residue of buy adipex brand online reinforces our views that monsters reside outside the natural world and setting. Without a childhood, ecosystem, culture and hopes and dreams these monsters lack the foundations of “Personhood”–they are merely there to be obstacle to the players. But what if that weren’t the case? Perhaps your game world would be like the cantina setting in ANH or TFA–filled with an endless variety of races, creatures and monsters anthropomorphized for the purposes of a working game narrative. Perhaps “monsters” aren’t inherently evil, but motivated by the same self-interest and beliefs that direct us all.


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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:

  1. Toughness: A size difference implies that a larger target will take less damage from a smaller. However, a GM can also apply a size label to a creature that is different from their actual size to make them more tough and harder to damage. For example, a Steel Golem may be human sized, but for combat purposes be treated as Large or Very Large.
  2. Deadliness: Larger size opponents should do more damage to smaller targets relatively. But again, a GM can adjust size to model a unique deadliness or efficacy of a smaller creature to perform as if larger as in the example above.
  3. Geometry: Size labels can impart information about the general dimensions (DIMS) in relation to other objects. This allows the size rules to not only apply to beings, but to objects like vehicles, space ships, wagons, carts etc. This allows easier comparison of one object to another. For example, a Skyship to a flying Dragon.
  4. Capacity: Tying into geometry above, using the size rules to impart carrying capacity: weight allowance or # of passengers can impart useful game mechanics without further explanation. A medium rowboat could hold 1 human size passenger, a large tent could shelter 2 people, a very large cabin could hold 4-6 people.
  5. Weight: While size rules can bend and adjust to scale certain effects, it is also a placeholder for weight/mass. That can be useful in Ram/Butt/Crush results.

What mechanic can use the Size rules? Combatants and melee have already been changed in newer Beta rules, but that doesn’t mean the mechanical framework should be dismissed.

  1. Spells. Spells are often defined by range, AoE and a presumed default size. Should a massive dragon cast the same size firebolt as a 7th level magician? With size rules, it doesn’t matter–size is established via the Spells or the size rules. In addition, size rules can establish effective radii. A small fireball might have a radius of 5′ while a medium would have a 10′ radius.
  2. Traps. Looking through the old MERP modules it’s clear that traps were a prominent feature. Most traps deadliness were modified by 2 components: a + to hit and a multiple of damage. Both had to described. With size rules you can just scale traps up or down via size. Not only does that model efficacy but it sets size parameters as well. A “Small” 5′ wide pit trap isn’t going to be a very effective on a Huge Troll.
  3. Structures. As discussed above in capacity, the size rules can establish occupancy limits for huts, tents, lean-to’s, cabins, towers etc.
  4. Vehicles. Rolemaster is part of a wider genre ecosystem. Spaceship hull sizes can be quantified in the same way a Dragon, Kraken or other gigantic creature.

The great aspect to the size rules is that its incredibly easy to add  categories-especially if you don’t worry about buy phentermine online overnight shipping. I use 10 sizes, I-X, just to make scaling calculations easy and direct. Is it possible to add more? Yes, it’s easy and “scalable”. Certainly, for Scifi or modern settings it might be helpful to expand the sizing: smaller categories for molecular/nano level objects and much larger to incorporate massive space stations or even planet size categories!

I’m not re-arguing the role of size scaling in combat–only recognizing the power of scaling efficacy as short-hand for the Rolemaster system to unify 5 varying aspects of a creature or object. As a GM I find it invaluable.


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The original Rolemaster probably ignored a few key class tropes in their original work. Paladins comes to mind of course, but in my mind one of the most important is the  Shaman!

If Clerics/Priests are defined as members of an organized religion, than perhaps we can define a Shaman as a leader of a decentralized or non-organized religion.  Maybe the society or group worships a local god, or a real god under an avatistic identity, but the belief system lacks the more coherent structure and trappings of an organized religious institution. If you are gaming in a “classic” fantasy setting, you’ll probably have, or encounter a variety of primitive societies: Orcs, Goblins, barbaric tribes etc.  These groups will most definitely have  a version of a “Cleric”, but different than the type found in Rolemaster that casts Absolutions and Channels.

A Shaman can make a great foe or adversary for the PC’s. They can have a interesting mixture of spells that give them offensive and defensive capabilities, and they could even be designed as a Hybrid caster to allow them access to Essence or Mentalism. This can keep the players on their toes if they are expecting the Shaman to use the “same old” Cleric Base lists!

The Shaman’s spell lists should be defined by the particulars of the culture. A Orc Shaman should have different spell lists than the Shaman of a barbaric jungle people. The Rolemaster Companion offered up “totems” and “animal spirit” lists for the Shaman, but I find that too culturally defining while creating clunky spell mechanics. What’s probably required is to create a number of different Shaman types whose spells reflect the needs and belief system of the culture.

Here are a few ideas or templates from Shaman that I’ve used in my SW campaign:

Kuriis Truthsayers act as tribal guides, healers and priests and stay loosely united through their ability to communicate with one another over long distances.These people worship “Shral”, which is a hybrid of Shaal and Ulya Sheck (the ostensible Empress of the region).

Profession: Using RM I would classify them as either Pure with some flexibility on lists or Hybrid using Channeling & Mentalism.

Base Lists:

  • buy phentermine vs ephedrine. The Truthsayers wears many charms and fetishes and will make them for the community when needed. These charms are usually necklaces and bracelets made from colorful and iridescent shells.
  • “Water Law”. As followers of Shaal/Neela, Truthsayers have access to Water elemental list(s). I use buy phentermine in egypt from my BASiL lists.
  • “Divinations”. I use buy phentermine in england from BASiL: Channeling.
  • “Far Voice”: The Truthsayers have the Astrologer base list that they use to communicate with one another.
  • buy phentermine reddit: From BASiL: Channeling.

Vakshs Rune Priestesses. The Vakshs are cannabilistic Eritera living in the Jungles of Chaal-Chu. They have powerful Priestesses that use Rune Magic: magical tattoos embedded all over their bodies.

Profession. Use Cleric/Priest or Hybrid Channeling/Essence

Base Lists: All of the Priestesses magic is derived from permanent tattoos inscribed into their skin. They have a mixture of Evil Cleric and Evil Mentalism plus access to the Demonic Gate & Mastery spells plus some contingent powers in their Runes:

  • Skin Runes. The Rune Priests are covered in potent
    tattooes that provide “contingent” protection, Daily X
    and regular spells casting. The particular rune will glow
    red when activated.
    Constant: Fear 1st lvl to 20’.
    Contingent (activate automatically): Stun Relief III; Deflect I; Bladeturn I
    Daily V: Question; Mind Speech; Light Eruption; Vision

Shaman Warrior. These Shaman can be used in primitive martial tribes/cultures: Lugroki, Goblins, Barbarians etc. They have competent spell-casting ability but are also combat effective.

Profession: Semi. Use Ranger skill costs.

Base Spell Lists: If the culture follows the Unlife or Dark Gods, they’ll have some aspected list or Demon Gate/Mastery. Other ideas:

Those are just 3 ideas for creating more interesting “Shamans” in your game world. Of course, our house rules allow much more flexibility in character creation and mixing spell lists, but GM’s shouldn’t be afraid to mix and match lists to make the Shaman fit the culture. Channelers especially should have some variety as their Gods can and should provide the spell ability!

For more primitive cultures that lack formal educational systems, Shaman may be the only significant spellcasters in those societies–they should have a mixture of lists that provide best for their people and reflect the environment and belief systems.  Shaman with a creative mix of capabilities can be great opponents for you group–or interesting PC’s!!



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If you follow the Rolemaster threads or the RMU threads you’ll see people  asking for clarification on a certain spell, list or spell mechanic. With so many spells, various realms and lots of companion spell lists, it’s not surprising that the Spell Law edifice is showing a few cracks after 30+ years. For me that started the process of “deconstruction”–tearing down Spell Law and looking at it from a unbiased and objective mindset.

Examining RM from an outside perspective is hard, especially after playing it for almost 35 years. Us older players perceive Rolemaster through “incrementalism”: a slow gradual process of accepting new rules, add-ons, discussions and analysis that occurred over decades. Rolemaster now is the result of layering new rules onto older accepted ones–even if the original rules don’t stand up to new scrutiny or are not needed since RM has transitioned past its role as a D&D bolt on.

Every time I sit down and work on spell lists, I discover some new issue, opportunity or conflict that I want to tackle to rebuild my spell system to something newer, better and more consistent. I have 5 rough spell law “issue groups” that I have pinned to my work space for easy reference. These are:

  1. Thematic or mechanical inconsistencies
  2. Exceptions to established rules.
  3. Bonuses for compound actions.
  4. Realm incompatibilities.
  5. Form vs function.

I use these to test spells and lists. What Realm should they be assigned? How does the spell work? Is it structurally consistent? What is the casting mechanism? Does it work using Rolemaster rules or does it require a one-off rule?

What are some examples of “broken” spells? (this is just my opinion!)

Bladeturn. Few spells garner as much discussion as the Bladeturn spells. But rather than contort mechanics to make the spell actually work in the game, how about we examine the spell fundamentals. Here are a few issues:

  1. Do the various Bladeturn spells work with the Shield  or Blur spell on the same list? Clearly Turn/Deflect works as some type of telekinetic process, while Shield is a energy manifestation and Blur is a visual distortion. So while they can be grouped thematically as a “defense list”, I would argue they don’t quite fit together mechanistically.
  2. Spell Law spent a lot of rule making energy establishing  class I-III for casting times and makes a case for a vocal and nonvocal components to casting. Given that, how do you then justify “instantaneous” spells? Essence casting requires 1-3 rounds, vocalization, hand gestures to cast…except a handful of spells littered throughout the Essence lists. That’s consistent. The reason Bladeturn is instantaneous is that it HAS TO BE, for the spell to work as intended.
  3. Even accepting the rule exception of instantaneous Essence spells, RM describes a melee roll as representing a “flurry of blows”. How then does an instant, specific bladeturn work when there is no discrete, single swing or stroke of a weapon that can be identified as “the one that hits” within an abstract combat round?

Solutions. I have come up with my own in BASiL, but a couple of quick ideas: incorporate Bladeturn/Deflect spells into the Essence Hand list where they belong; change its mechanistic underpinning. For instance, call it “Slow Blade” so it works within the context of a “flurry of blows”.

How about Charm, Sleep and the whole Spirit Mastery list? I’ve commented on this before, but if you look through the Essence lists there are few, if any, other lists that work on the “spirit”, “conscious” or “mind” of a target. Does this list even belong in Essence? Of course the answer is that D&D established the principle that Magic-Users were to have Charm and Sleep spell, and so too Rolemaster.

How about Lofty Bridge? Does Leave/Jump/Teleport work on the same principles as Flying, Landing or Leaping? Again, half the spells work as “gating/teleporting”, while the other through telekinetic or motive energy. While they are arguably both types of “transportation” spells,  it seems illogical to have a spell list comprised of spells using very different mechanics.

What about spells that give bonuses to skills or actions? How does this work mechanically? Combat is a compound action–a confluence of skill (ranks), natural ability (stats) and other modifiers. What is this spell affecting? Does the spell guide the hand that holds the sword? Does it make the sword sharper? The swordsmen’s strength higher? Their agility improves? Any one of these could be a good mechanic, but aren’t explained. Why make spells that require so much hand-waving when Rolemaster is a system that rewards realism?

A few other ideas to improve Spell Law:

  1. Consolidate Spell Reins and Spell Enhancement. Spell Reins has 11 open slots, Enhancement only has 12 spells. Both deal with manipulating spell effects.
  2. Combine Physical Enhancement with Living Change but dump the “Merge” Spells.

Peter has blogged about his own spell system–basically it allows players to organically “grow” a list from 1st level using spell research. I’m assuming Peter requires some internal consistency when players develop a list, otherwise why wouldn’t they just build one dream list of: 1. Sleep 2. Shock Bolt 3. Fly 4. Charm. 5. Fireball 6 etc….


So interestingly, while I like how Peter approaches spell development, I think it would be difficult to encapsulate into a rules system–it’s too loose. However, Peter’s system is basically how I write new spell lists!

Once you start deconstructing and re-examining Spell Law, areas of improvement are both numerous and fairly obvious. But in the end, few people have the time or energy to fiddle around and make large revisions to Spell Law.

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Copyright; 2002-2014 by Aurigas Aldbaron LLC. All rights reserved. No reproductions without permission.

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.

Now, I don’t actually think that it would be a good idea running a Kickstarter to complete RMU. The process is simply taking too long, and depends too much on freelancers with variable time, that running a Kickstarter would have a very high risk of simply annoying the backers due to how long it takes. There’s a great article on running regular Kickstarters by a very successful one man band in buy phentermine pills.

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What I do think Kickstarter could help with is getting RMU out there. Sure, OneBookShelf is a great network for electronic and print on demand books, but it doesn’t really work for getting the books in bricks and mortar shops. OBS does offer a discount for bulk purchases, up to 20% for 250+, but that’s a lot of books, a lot of investment and the margins aren’t really that great. 50-99 books only gives a 5% discount and 100-249 10%. The smaller amounts will work for conventions and similar, but not really for distributing to shops.

Making Money

In such a case you need a margin that’s high enough that both retailer and publisher makes money. Supposedly TSR was losing money on its boxes in the 90s; no matter what you think, if every product loses you money, you cannot make it back on volume. All that does is simply cost more money.

To really get into bricks and mortar means dealing with traditional printing and distributors, and that has problems itself – especially as, for books, the U.S. has an appalling concept whereby retailers can get back everything they paid for books even though they haven’t returned the product but destroyed it. I can’t think of anywhere else where you would be given a full refund for a product you’d chucked away. RPGs might not be classed as books, but as games, but it’s still a potential problem. Again, with TSR and, I think, the old ICE, both wound up with problems due to traditional distribution.

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So, you want to get into bricks and mortar shops but you can’t afford the risk – which could easily destroy the company – of paying for up front printing and distribution of books, which may never make the money back. That’s where I think that Kickstarter could help. If a successful campaign was run that could pay for this, the risk would be greatly reduced. It would also be possible to reduce the risk for retailers, by offering books on sale or return – they may well not want to risk money on inventory that they have no definite interest in.

Setting up such a campaign would need some careful planning to make sure the numbers work, and might not get a huge amount of support to begin with, but, if done successfully, it could get RMU out there in front of a wider audience – and, by having physical books for sale in shops, make the system look like it’s here to stay.

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BriH touched on this with his high level adventures but a very high level spell caster is highly likely to have every open and closed list and every base list to the max. Obviously the rules in play can affect that. I am playing my lay healer in a game where almost everyone in the world has at least some kind of magic and every family has a spell caster.

In that game 10 ranks in learning a spell list is enough for automatic success and you can learn lists in parallel. You can learn one list for every powerpoint/level you gain. The GM also allows you to add your stat bonus to the spell gain roll if the chance is not automatic.

To put that in perspective due to background options I have 4 power points per level and a total stat bonus in PR of +50. At 1st level I had 7 spell lists and I am learning 4 more for next level.

If that sets the tone for the character going forward then by the time I am 6th level I could have every open, closed and base lists to 10th level. By the time I am 12th level I will have all lists to 20th. By 21st level I would have my 10 base lists to 50th level.

My character is exceptional. I pushed my PR to 100 with a background option and then rolled the skill at magic and got a further +25 bonus. Even without those extreme odds any pure caster should have nearly all the lists to 10th level long before they get to that level themselves.

In the game I run I am stricter on spell list acquisitions. You get +5 per rank and there are no bonuses to the roll. That is the RAW with no options in play. The intention was that a 10th level caster should have in the region of 8 lists. I wanted magicians to have fire law OR light law OR wind law not everything right across the board.

The problem with too many lists is that it gives you too many spells. Just from a playing perspective if you have 400 spells to choose from and many of them are stackable to create new effects then very few players or GMs will know all the options. I have always loved low level spells. Many of them have the effect based upon RR failure, like sudden light. So even though it may be a low level spell it can be devastating in the hands of a higher level caster.

Another objective of limiting the number of lists being learned is that a party with two magicians now do not necessarily have two of everything. The casters have very different lists and what lists you buy is an important strategic choice.

In my game it also promotes spell research as adding spells to your existing lists does not cost DPs in the RAW game.

I am finally zeroing in on the house rules I would like to fomalise for an alternative for Spell Law. I have touched on this many times in the past.

I am most definitely getting rid of all three realms. There is now simply just ‘magic’.

My lists are no longer linear progressions. Lists are now more like three dimensional cubes. In one dimension they still go from 1st to 50th. But I am bringing in HARP scalability so each spell can have a depth. I also allow multiple spells at the same level so lists can have a thickness to them.

A first level character starts with a couple of sentences to describe the list of their own devising.

The next step is that the player chooses a first level spell from a pool of all the first level spell to fill the first slot. Every slot may hold a spell of that level or lower. So in theory if there were two first level spells you wanted but no second level spell then you can take one as your first level spell and one as your second. Spells do not have names anymore, just effects. When the player adds a spell to their list they create a name for that spell. The names and the spells must fit the description at the top of the list. The GM can veto any spell on any list.

The point is to avoid a single list with fly, invisibility, fireball, lightning bolt and regenerate on it. Essentially characters could recreate fire law as a list or lofty bridge but slot in a few of the other related spells such as Sunfires into Fire Law or some of the channeling movement spells. More interesting though is mixing some of the barrier law spells with the other ‘wall’ spells from base lists all over Spell Law.

All the lists created by a single character should have a single theme of concept to them. So if you are “Pyromancer” then any fly spell would have you carried on fiery wings, teleport would have you leave in a column of flame and so on.

So far this is all untested at the game table. I hope I have given enough detail of how this would work.

My question is… If you really could pick all the spells on every list, now many lists do you think you would want as a spell caster?

P.S. My warhorse and I are travelling today and competing all weekend so you may have to wait for replies to comments as I could be a bit busy.

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Brian got in there first with his buy phentramin d stores post. He signs off by saying that “I know  all of us at Rolemasterblog have a lot of work in store for the coming year.” This was timely as on Saturday we released our first mini supplement. I say mini as it is a single page adventure hook. This one was written by BriH and edited by Edgcltd, published by Azukail Games and sold on buy phentramin-d uk. Now it only costs 50¢ but that is not the point.

Spires Reach is the first of 50. All 50 are already written and cued up. If we were allowed to give you NPCs in all their detail, Monster stats for the encounters and so on then these would not be just a couple of pages of adventure hooks, or locations or outlines of adventures. These would be much more substantial adventures.

You may ask who is going to pay even 50¢ for an adventure hook like Spires Reach? I don’t know the answer to that but they are selling as I can see the royalty reports.

I spent yesterday evening writing the next edition of the fanzine which looks like it is going to be the biggest issue yet. I am full steam ahead on converting monsters. These free to use monsters will mean that anyone can start to create adventure modules for any version of RM.

I am convinced that if there were a 3rd party industry for producing adventures and supplements for Rolemaster then the system would be more attractive to the gaming community. Right now RM is just a game people used to play in 80s. If anything Rolemaster is a bit like Latin, yes, sure a small number of people can still speak it but to most they think of it as a dead language. Rolemaster is not dead but it is going take a small band of plucky adventurers to take on the quest to save Rolemaster, especially if RMU is not going to be on the shelves until the 2020s!

If the RPG year starts now then the next year is going to be really exciting.