Recently during a game session, we had a bit of a dispute over what weapons and armor a player might have had on them while in a city. Even in a lengthy campaign, many of my RPG experiences have defaulted to the idea that players have just 1 “kit”–basically the clothes, armor, weapons and gear that are listed on their equipment sheet.… Read the rest
So I needed to take a small break from my 2000 word blog posts, so I thought I would write some quick thoughts on campaign endings.
As a GM it’s important that a campaign, or extended adventure series end satisfactorily. From a design standpoint, some of that can be charted through a multiple act structure, but the open ended nature of gaming (and RM dice!) means that things can go astray.… Read the rest
I have been thinking about character wealth. Really this span out of the discussion about Fate points and Inspiration. As I said I don’t use any kind of fate system. I don’t need one as my party was sponsored by a powerful priest in the early days and the PC cleric is fast approaching the point where he can cast Life Keeping, buying enough time to effect any repairs and stave off death.… Read the rest
There has been endless speculation about adapting Shadow World to the RMU ruleset, but every year that goes by only makes the task of converting all the Shadow World books into the new format less and less likely. On top of that Terry is methodically going through older source books and updating them and adding new content still using the RM2 ruleset.… Read the rest
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.… Read the rest
We’ve spent quite a bit of time deconstructing Rolemaster, analyzing RMU and trading thoughts on various house rules. One thing is evident, that while some tinkering may be necessary, the critical charts are the core of RM differentiation and perhaps the most beloved mechanic of the system. … Read the rest
Have any of those reading this ever played an adventure backwards?
What I mean is, your group sits down, you hand out the character sheets and then say “You are stood on the rocky ledge with a precipice falling away into darkness at your feet, opposite you the rock cliff face disappears up into the darkness above your heads.… Read the rest
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