I’ve blogged quite a bit about game setting driving rule mechanics over the years, and one of the fundamental issues of Shadow World is how “magic” works in a world that exists in our own reality and universe.… Read the rest
We have an English saying, which is in the same sort of vein as Murphy’s Law ( Anything that can go wrong will go wrong ) and Finagle’s Law ( hope for the best, expect the worst ). This one is to describe something as ‘just like busses, you wait for hours for one and then three come along at once.’
I know I have already posted today but I just got an email about the Hârn kickstarter and it fired two thoughts.… Read the rest
Hurin write a forum post about how most of the RMu professions shape up. I have a little thought experiment to keep you all amused.
(I have included some Sci Fi, modern and post apocalypse stuff here because I know people have turned RM to all sorts of settings and I personally have used this with Rolemaster and Space Master.)
I want you to imagine a map.… Read the rest
I know I could do all the research myself but I thought this would be a fun post and something people could get creative with.
Here is the idea. Evil Villain (called Evie from now on) has a plan. She wants to infect rats with a horrible plague and then use the rats to infect the people and get the people to infect each other.… Read the rest
I just had a strange idea. I was thinking of the normal Rolemaster positional bonuses (+15 for a flank attack, +35 for rear), and what they represent. It seemed to me that characters got these bonuses because targets would find it more difficult to parry, dodge, and block attacks from these awkward directions, due to the fact that it is harder to see them coming and to turn to parry, block, or dodge.… Read the rest
Emotional beats are a game feature that designers try to identify and maximise. I will try to explain what they are and then why they are important to Rolemaster.
Every roleplaying game I know goes through the following process.
- The GM sets to a challenge
- The players plan their reaction
- Dice get rolled
- GM describes the result
So that cycle could be a combat round as easily as a negotiation or hanging off a place balcony as the mortar crumbles under your grip.… Read the rest
I saw a discussion on the Tenkar’s Tavern* discord server today. One participant pitched a suggestion for a game setting to get feedback from the community. I will call him the Pitcher as it is nicer than participant. The Pitcher was actually looking to do an entire world building job.… Read the rest
Tell me if this sounds familiar: Each character gets 4 Action Points to spend on activity each round. Spells like Haste increase that number. You can spend action points to move.
That sounds much like RMu’s new action economy, but in fact it is also the system in the videogame Divinity: Original Sin 2.… Read the rest
I saw this exchange on Reddit today…
Hey guys, I am writing an adventure for a campaign set on Skull Island and I was wondering what advice you guys can offer to make the campaign and adventure great. 🙂
Don’t “write adventures”; doing that creates a tendency to railroad players.… Read the rest