#RPGaDAY2017 22nd, 23rd, 24th, 25th.

Not sure I said this last time but I think I am missing the point somewhat by doing #RPGaDAY in bi-weekly chunks. Having said that I will freely confess that the point for me was to get rolemasterblog mentioned on the twitter feed for #RPGaDAY. Anything that raises Rolemaster’s awareness has to be a good thing.

So to the questions…

22nd Which RPGs are the easiest for you to run?

This seems like it is going to be which ever RPG the GM is most familiar with. Given the writers and audience here any answer that is not RM would be a little weird. On the other hand Rolemaster is not a ‘thing’ it is many things or even a whole library of things. Anything that requires me to dive into book after book to try and find the right ruling for this or that situation is not really my thing. I think that drives my style of GM prep where I insert the rules for each situation/hazard into the game notes and my desire for an ever more minimalist ruleset. I want to reach the Lagrange point between a full RM experience and no rules. I was once told that the car brand JEEP was an old army acronym for Just Enough Essential Parts. That is what I am looking for in a game and the ones that I find the easiest to run, for me at least.

23rd What RPG has the most jaw dropping layout?

I have the advantage of seeing other people answers to this question and there are some brilliant page layouts around now. By contrast Rolemaster, every edition from the originals to the newest core rulebooks for RMC are boring! The most attractive book  in the RM stable I have seen is the Shadow World Players Guide. I don’t know if all of Terry’s Shadow World books look the same but I suspect they do not. Somehow I think RM’s design is stuck in the 80s.

I personally hate the FATE rules. They are just not my idea of fun but look at this page. There is no art, which is often sighted as one of the real barriers to having great looking books. Art is a real expense I admit. We have discussed that many times and at length.

First and foremost the most striking this is that they have rejected the ‘norm’ of the two column layout that just about every RPG rule book I have ever seen has used. The box outs are  striking and add both to the clarity of the rules and the visual impact of the page. The useful navigation in the margins is an excellent addition making it easy to find related sections.

I am certainly going to adopt many if not all of these features into my future publications. I have always been a bit of a revisionist. I create things that are probably a bit crap but then I go back and improve and improve. I am no designer but I can recognise good design when I see it and I am not above borrowing other peoples great ideas and using them to improve my own work.

So on the basis that FATE has made me change the way I am going to create everything else I think FATE has to get my nomination.

24th Share a PWYW publisher who should be charging more.

My answer to this is Nemo Works. I think the effort they put into their products is superb. I simply cannot draw so anything that allows me to create layouts and floor plans is an absolute god send to me. Their core product is just $8 but they have a number of PWYW addons that you can use to expend the core product into many different genres.

Pay What You Want serves a couple of different purposes. For many of the bigger games such as FATE and Shadowrun it is a loss leader. They are prepared to give away some products to get you hooked. For smaller and independent publishers they are not really in it for the money and may not even know how much to charge. I put out my house rules using PWYW so I could say I was not charging for a RM product. I see any payments as donations and entirely voluntary. I typically get between $1 and $2 per download and that is fine. I wanted to share the rules not make my fortune. If I wanted to make money I would be selling to the D&D audience not Rolemaster.

25th What is the best way to think your GM?

I think leave your lawyers hat by the door on the way in. I am certainly not perfect and I do not remember every rule, word perfect every time. We all make mistakes and we are all human. Most of the time I am super prepared and as I said above I actually include the pertinent rules in my game notes. The most likely  cause of needing an on the spot decision or adjudication is going to be a player trying to bend the situation, spell or skill in a way which was not how it was intended. I don’t have a problem with this. This is the beauty of table top RPGs and what a computer RPG can never match. You can do anything you can imagine in that situation to survive or succeed. Sometimes that is going to stretch the rules. I like to think of myself when GMing as being on the players side. We are all their to have fun, the game was created to help them have fun. What I don’t like is when the game breaks down because a rules lawyer decides to argue with the GM. I don’t care if I am a player having to stop playing while the argument takes place or if I am the GM having someone disrupt my game and the other players. So the best way to thank the GM is enjoy the game and don’t go out of your way to break it!

#RPGaDAY2017 19th, 20th and 21st

I am sure that bulk answering these questions twice a week completely misses the point of #RPGaDAY but to be honest I don’t care.

Yesterday Sparta commented on a post I wrote at the beginning of July. The significance of that is that we are obviously reaching new people and they are looking at what we are writing. This is a good thing. I have no idea but it is entirely possible Sparta and others found the blog through the #RPGaDAY hashtag.

Insidentally one of the most most common good search phrases that brings people to the blog is [shadow world amthor]. The busiest day so far this month was the day that Brian mentioned the fanzine on the RM Forums!

Anyway, I digress.

19th Which RPG features the best writing?

This is a really subjective question. What is best writing anyway? The D&D Basic box set (red cover) that got me started had a life long impact on me so that must have been pretty good I would say.

I am actually going to put forward Champions as my answer though for this question. That was a brilliant system and the rulebook was a pleasure to read. It also changed the way I thought about RPGs and character generation forever.

20th What is the best source of out of print RPGs.

The only sites I have ever looked at for these are ebay and amazon marketplace. I guess the point of this question is that if you scanned twitter for the answer to this question then you are going to find a few gems of sites that are little known but will worth knowing about.

I bet scribt has a load of old RPGs uploaded as illegal copies, you seem to be able to find just about anything on there!

21st Which RPG does the most with the least words?

I assume they do not mean shortest rule set. I know there are tons of one page ‘rulebooks’ out there. I am going to answer with CarWars again. We used to role play it ans I think the game has a single character stat for your life which was 3 if you were healthy and maybe three skills driving, combat and mechanic if I remember rightly. So your entire character sheet was 4 words long and 4 numbers. The vehicle character sheet was a box with maybe 6 sets of initials, MG for machine gun, RR for recoiless rifle, PR for puncture resistant tyres and so on. It has to be the game with the least vocabulary of them all!

That was a brilliant game and we spent months playing a CW campaign with just these couple of skills. The next game I played after that was champions and the game after that was RM2. Champions and RM2 were all about skills (and powers), that is what what defined your character, that is what allowed you to craft exactly the character you wanted to play. But that was the impression I got with just Character Law and shortly afterwards Companion I. So at that point there were maybe 45 skills. Over the years we added every companion and all the Laws but with 200 skills the characters were no more unique. In fact I think the most skills that were added the more similar the characters became. Some of the skills became essentials such as tumble attack and tumble evade, two weapon combo and iai strike, at least in our games. The same was true of herb lore and sense ambush.

I suspect that that experience of playing CW with the 3 word (4 words if you include the characters name) character sheets may have stayed with me and gone some way towards inspiring my super light RM variant. You never know.

#RPGaDAY2017 15th to 18th

I am having a frustrating week this week. I had so many plans, my wife is away at the Edinburgh Fringe so I could really dedicate loads of time to just writing (and horse riding whenever I get stuck). As it happens I have spent the week mostly in the car going from one place to another and have achieved very little and I have the same in store all weekend! This was supposed to be the week I tackled my Rolemaster for young players project (GameMaster Kids). For a bit of light relief I was going to put some more meat on the bones of my HARP/FATE hybrid under the working title of FART. I am way behind with my 50 in 50 adventures and that just about sums up my week.

This weeks questions for #RPGaDAY 2017 could be answered in just two words. I am not a hoarder of games and books and nor do I buy stuff I have no intention of using. When you see the questions you will understand…

15th Which RPG do you enjoy adpating the most?

Well Duh, that would be Rolemaster.

16th Which RPG do you enjoy using as is?

That would be Rolemaster and more specificaly RMC.

17th Which RPG have you owned for the longest but not played?

This would be HARP that I bought last Christmas and is still as yet unplayed.

18th Which RPG have you played the most in your life?

Anyone for Rolemaster?

So the answers were either Rolemaster or HARP. I think RMC specifically works well as is and without any house rules if you want a pretty generic fantasy RPG. I have dropped wholesale into the Forgotten Realms without modification and as D&D was equally generic it just works. I could just have as easily dropped it into Greyhawk and had the same results.

My adaptation of RMC into my own game is a result of wanting to make the rules invisible during normal play. If I had may way there would be no need to pick up a rulebook from the start from the session to the end. I haven’t achieved that because of Arms Law or which ever flavour of combat system you prefer. About 50% of the effort went into adapting the rules to what I wanted and the other 50% went into adapting my prep time. The better organised I am the less time is lost at the gaming table. That is true of every GM but as you all probably know I go so far as to copy and paste sections of the rule books from the PDFs into my game notes so that if someone were to be at risk of drowning then the rule for that is the next paragraph in my notes, if you may fall off a cliff the next page in my notes is the Fall/Crush table from Arms Law and so on. I have merged rules and adventure notes so I need no other documents beyond characters sheets, my notes and the combat tables (and even those I have as individual sheets that I sort so that I only have the weapons/attacks I need for that session to minimise the number of pages. The less pages then the less page flipping to find the right table!)

So there you have it. I fairly uninspiring set of answers this week. Next week is more about publishers and different games so the answers will not all be RM & HARP.

#RPGaDAY2017 12th, 13th & 14th plus more!

So I am continuing with the #RPGaDAY but I have more exciting news!

The August issue of the Rolemaster Fanzine is now for sale on RPGNow and this is the Shadow  World special.

This issue has a reprint of two of my favourite BriH Shadow World articles from the blog, the interview with Terry and chapter one of the Loremaster Legacy, Terry’s novel.

Whilst not RM related I am really pleased to be able to link to my game on Amazon. This is my latest achievement and it is really nice to see the book in print. The PDF and print version should be on OneBookShelf this week and the Kindle edition the week after.

So with that out of the way here are my RPGaDAY questions.

12th Which RPG has the most inspiring interior art?

One of the funny things about these questions is that it makes you think about things that you may otherwise not given a thought to.  I think the original MERP art was probably the best I have ever seen and was definitely in keeping with the original LotR books.

13th Describe a game experience that changed how you play.

I think I have told this story before. We were meeting for the first session of a spacemaster game. Rather than all sitting around creating characters together we were split up and the GM started us playing our characters, describing the scenes and we started role playing before the characters were rolled up. The GM shuttled between us nipping from kitchen to living room and I had drawn the short straw and had the bathroom! This was the first time I actually knew my character before I put pen to paper and picked skills. Now I always have that really strong concept before I even start. Incidentally, that was the shortest campaign I ever played in as we all accidentally killed each other at the first meeting after only one character uttered just one word. There had been a sort of cat and mouse game going on with each character thinking they were being followed or were following a bad guy. We ended up in a mexican stand off but with concealed weapons in a taverna until one character who seemed to be oblivious to all of this walked in, came to our table and said “Hello” at which point everyone opened fire. I was using an assault blaster at point blank range and I remember rolling a straight 66 for my critical. I also ended up bleading about 8hits a round from several wounds by the end of the round, stunned and about to pass out. I don’t think anyone survived beyond fire phase A of the first round.

14th Which rpg do you prefer for open-ended campaign play?

This has to be Rolemaster and RMC for me and to further clarify my level-less and profession-less variant. I am not going to bang on about it because you have all heard it before.

#RPGaDAY 8th, 9th, 10th and11th

So this is my third instalment of #RPGaDAY. Most of the questions this week seem to be about different systems so it will be hard to relate them Rolemaster.

8th What is a good RPG to play for sessions of 2hrs or less?

This depends on how you read the question. I think RM is a good candidate for this. One of the cool things about RM character sheets (booklets?) is that they hold just about everything you need to play. This is especially true if you include combat tables and spell lists in the character sheets. Bolt on things like Combat Minion and you get a game that you can get into and start playing very quickly. If you need to create characters in that 2hrs then having the first session exclusively dedicated to character creation will get all the characters made with time to spare. So my answer is RMC.

9th What is a good RPG to play for about 10 sessions?

This time I don’t think RM fits the bill. As a rule of thumb is seems that most GMs are levelling characters up every 3 sessions or so. In a mini campaign of 10 sessions that would advance the characters three or 4 levels. There is not really that much difference between a 1st and a 4th level character. At those lowest levels fighters are king and even the pure spell users have little more than shock bolt. Looking at the time, some players take forever to level up their characters so levelling up 3 times in 10 sessions takes a fairly big chunk out of your available playing time. So RM is not a good option for this particular format.

What does work well (shameless plug!) is my own game 3Deep. The game is set up for emulate TV series and episodes. With that in mine you can easily turn a 10 session mini campaign into 10 related one shot adventures and the whole into a ‘season’. Character creation is fast (roll five stats, pick a culture, spend 7 skill points and then flesh out the backstory) and there are no levels, experience is handled by improving stats and/or skills. While I am blowing my own trumpet the latest version of 3Deep will be available to buy from RPGnow and Drivethru from next week!

 

10th Where do you go for RPG reviews?

For me, my favourite RPG blog is http://www.stargazersworld.com/ which gives me a mix of reviews, news and opinion. they have a small team of bloggers and interestingly they like to experiment. Right now the blog is experimenting with being sponsored by Patreon.

11th Which ‘dead’ game would you like to see reborn?

Do games die? If that were true then there would be no RM2 players. The game is going on for 40 years old and has not had a new book published in decades and yet it is still probably the most popular version of RM there has ever been with many actives groups. Even in my previous answers I harked back to Car Wars with is a game from my youth. I honestly do not believe games die as long as people want to play them.

Random Musings. Thoughts on RM Spell Law high level spells.

My last post mused on the impossible goal of designing balance into a high level adventure. Among one of the issues I touched upon was the lack of effective buffs in RM Spell Law. But the problem is much broader than that–there is a breakdown of spell design at higher levels. Perhaps the original designers didn’t see much game play use for high level spells?

When I deconstructed and rewrote Spell Law I reviewed every single spell, spell list and compared similar spells between the realms. There are tons of inconsistencies, useless spells, redundant spells or spells “out of order” in power level. I started a detailed commentary on the RMU Spell Law forums, but there was so much pushback I just went ahead and started uploading my own version of spell law!

Rather than go analyze all of Spell Law, I wanted to comment specifically on high level spells. And to keep things shorter, let’s just tackle Essence open and closed in the post and only in the context of combat and not general purpose spells. (I’m using 6503 RMC Spell Master for reference btw.)

Elemental Shields. The 50th lvl spell combines the 15th, 17th and 19th spells Lightning, Fire and Ice Armors. These are good spells, but not great spells. Each is +20 to, 1/2 hits and decrease of crits by 1 severity. Fine for 15-19th lvl spells, but for a 50th just combining them, limiting them to 1 target seems inadequate.

The 20, 25 & 30 level spells are Mass–but in game use to buff 25-30 targets is limited. There are a few blank slots, but in my mind the real issue is trying to differentiate the same spells into different categories. Having Resist Light, Lightarmor, and then Lightning Armor is confusing and doesn’t allow much progression.

Overall, the list can be consolidated, improved protection at high levels and needs a good increase on the 50th lvl spell; either make it 1 target/lvl or increase the protection a bit.

Essence Hand. Calling Seal Team 6 Sniper group. The 50th lvl spell, Aim True is perhaps one of the most deadly spells available to Essence users! The spell automatically does max damage, “E” crit with a missile attack. (for large or superlarge it does a slaying crit) Sure the caster has to touch the shooter, but a group against 1 opponent or just a few opponents could make swift work of any adversary. Too powerful?

Spell Wall. The definitive list for protection v. magic. How good is it? The 20, 25 and 30 lvl spells provide +50 v a specific realm magic. Not too shabby…but…it’s 1 target and concentration only. Sad. Or the caster can just utilize Protection V which provides +25 RRs v. ALL REALMS and is 1 min/lvl. Which one would you choose?

Dispelling Ways. A far better list than Spell Law? Dispel XX Sphere creates a moving barrier around the caster that causes any inbound spell to make an initial RR before proceeding against a target in the Sphere (and then requires another RR). Those are good odds…but the caster has to concentrate the whole time. The 16th lvl spell creates a sphere with a RADIUS of 100′!!!! These need some work I think. The 17-19 “Un” spells strip spell casting ability from casters and items for 1 day. That’s pretty good.

Rapid Ways. The 50th lvl Mass Haste provides 50 rnds of Haste (no after penalties) of DOUBLE action. This one is a no brainer! Use this with Aim True and you have a killing machine.

Shield Mastery. Putting aside the issue that Essence Hand and Shield Mastery are doing the same thing (telekinesis), and that the instantaneous but contingent use of these spells creates huge game mechanic issues, is this even a good spell list? I think a lot more can be done. The 50th lvl spell is cool, but how practical for actual game play? Will the caster encounter that much missile fire? Will they be willing to cast this spell every round to the exclusion of all else? A better 50th lvl spell would be 1 rnd/lvl duration vs missiles within 5′ of caster (or target). That would be a great player buff and worthy of 50th lvl.

Spell Enchancement. Rubbish and breaks spell mechanics. Easier and more logical to scale range, radius or duration by PP expenditure than some “spell for a spell” list.

Spell Reins. Not many spells on this list, and really should be combined and improved with Spell Wall. Some good spells, but the 50th lvl, like Shield Mastery only works 1 round. How many possible spells would be directed at a caster during actual game play? Sure in a battlefield with tons of mages it might be useful…this spell needs a duration.

Spirit Mastery. The 50th lvl spell allows you to cast 1 spell/rnd..but only 10th lvl or lower. So this is really only a “economics” spell–it just reduces PP cost but locks the caster into only casting these spells.

So out of those lists, the 50th lvl spells for Essence Hand and Rapid Ways are awesome, but the others are either good spells but too limiting or just not very useful. Feel free to check out BASiL lists for my solutions to these spells and lists.

#RPGaDAY2017 5th, 6th & 7th

This is the next instalment of my RPGaDAY month.

5th Which RPG cover best captures the spirit of the game?

For me it has to be the original Call of Cthulu from way back in 1981. For someone whos entire experience of RPGs at about that time had been D&D and a bit of Boot Hill CoC was like nothing else!

6th You can game every day for a week. Describe what you’d do!

I am a big fan of ‘bitesize’ rpgs. When my PBP game was running I would dip in an out of that two or three times a day updating players posts and in the game I was playing in updating my actions.

My main Face to Face game I don’t think I could play that every day. There are just too many alpha male personalities in the group. We play for long weekends normally and that is about the limit before we get conflicts forming. We have been friends for over 30 years so everything gets forgiven and forgotten but a week would be too long.

Running this blog and all the other RPG related projects on the go makes it feel like I am almost playing at or with something every day.

So if I was to play every day then it would be an experiment of playing via Facebook messenger with an almost real time where the characters had a week to save the world. The players would be able to update their story at any time and I would do my best to reply as fast as I could. For me it would be most probably a week of sleep deprivation but it would be a memorable experience!

7th What was your most impactful RPG session?

This was a session where almost nothing happened, action-wise. The characters had been tricked into killing the dwarven queen of the iron hills and her bodyguard. We had then landed in a dwarven jail awaiting execution. As characters were were immensely powerful and could pretty much have walked out of there at will. The characters started a debate, it was obvious we were going to escape as we were on a quest to save middle earth but what do we do if confronted by dwarves? We were guilty of the crime we had committed but we were innocent of criminal intent and the world needed us. Do we take any more lives? What if it became unavoidable. We had an excess of righteous paladinic characters in the group alongside some rather more pragmatic characters.

The debate raged on for several hours, never once did anyone break from being in character and we had no NPCs with us. The party had only male PCs and female NPCs and the cells were split along gender lines. The GM did nothing for all that time except sit back and occasionally  correct a factual error in someones statement if the character would have known the truth but the player had forgotten.

Eventually the escape did take place and only one dwarf died and that was an accident, quite literally as a result of a failed moving manoeuvre.

That was pure ‘role playing game’.

#RPGaDAY2017


I was tempted to try and post every day for August but that would have crashed a lot of other people’s posts so instead I am going to do a few days at a time in my normal, regular slots.

So here goes.

1st What published RPG do you wish you were playing right now?

I have had a hankering for a while now to play Car Wars, the Steve Jackson Games game from the 80s. I know it wasn’t released as a RPG we we always played it as one. The original rules are available for free. All I am lacking is another player or 5. It is one of those games where you could while away a lot of down time just designing and building cars. Fast and simple mechanics, what not to love?

2nd What is an RPG you would like to see published?

This has to be RMU. I think all of us would like to see the finished product and to see that particular production bottleneck cleared so ICE can get on with releasing more and more varied products.

3rd How do you find out about new RPGs?

For me it is from other bloggers. In particular http://www.stargazersworld.com/. I don’t have enough players that meet often enough to try every game I would like to play. Like most of us we have shelves of games we have bought and played a handful of times, if at all. I find it more interesting to read the opinions of people who have actually played a game rather than the marketing hype put out by the games designers.

4th Which RPG have you played most since August 2016.

This has to be Rolemaster Classic. In a close second is my own game, 3Deep, which is due to be released in print as a 2nd edition. There was a lot of play testing of that in the last year.

Third in line is RMU.

Random Musings. Very High Level Adventures. Is “Balance” even possible?

This coming Tuesday (last night when this post is published) I’ll be running the final chapter to my 5 part series: Legends of Shadow World. The last chapter could be a stand alone adventure but is the denouement to the adventure path, typing up a lot of loose threads and presenting the group with an incredibly powerful adversary.

I’ve been parsing some data from the previous 4 sessions and feedback from the other 2 test groups (chapter 1) and will probably run my group through the series again. It won’t have the surprise/reveal elements from their first iteration, but we’ll be able to have a more open analysis during game play.

I’m using RM2 RAW, something I haven’t done for a VERY long time but want to maintain continuity with Terry’s ongoing SW material. The lack of our own house rules (combat maneuvers, multiple opponent rules, missile parry and initiative) makes RM melee feel very restraining. Most players are stuck with simple OB/DB split decision, although this becomes paramount when fighting high level foes.

RM has always been tricky in balancing encounters. DnDs Hit Point attrition system made matching groups and opponents more linear. Rolemaster criticals are the joker in the deck–a wild card that can immediately upend any possible balance a GM designs. This is not to say that the RM rules are broken at higher levels, but there are some immediate issues that are even apparent at lower levels.

  1. Outnumbering. Many, much lower level combatants can overwhelm powerful creatures. A dozen Warrior Monks (15 lvl) annihilated a 50th level character. Easily. The chance of at least 1 in 12 of scoring a potent crit result each round is quite high. Once a PC is compromised by a critical it’s “game over”.
  2. Lack of Buffs. RM2 Spell Law is really lacking in effective buff spells. People have commonly criticized my BASiL and Orhan lists as being too powerful (of course I disagree), but original Spell Law lists are pretty ineffective at high levels.
  3. Spell Attack/Counter Attack. While RM2 melee feels too simplistic, Spell Casters have SO MANY spells to choose from that strategic casting feels arbitrary. (a 50th lvl caster can have 300-500 spells!!)  Casters rarely have the luxury of countering a specific incoming spell, and to do so, would require them to forgo an offensive attack.
  4. Mixed Abilities/Protections. A hostile mixed group of NPC’s can be very deadly to a party. Even a small group comprised of a: creature immune to normal weapons; creature with high magical immunity; creature that is blinding fast, and one that is super strong could decimate a group. Each creature will require a different strategy or spell suite to counter effectively–basically dividing the groups economies of scale.
  5. The well balanced party….just does not work at high levels in RM. One effective critical against the M-U or Cleric will pull the rug from the whole group. Optimally the group needs to be almost all semi-spell users or have magic items that can allow each player to attack/defend/heal independently.

Let me end by saying that my players have had a blast with these high level adventures. They get to play known personalities, utilize spells they only have ever read about in Spell Law, encountered some CRAZY opponents and adventured in very unusual environments.  But no matter how I adjust the encounter levels in these adventures, I’m not sure there can be anything like “Balance”.

Three Wheels On My Wagon

I am intrigued by ITDs critical tables. I have never seen them but it came up recently in a discussion on on armour by the piece that there are different critical tables by location and only three locations; limbs, head and body.

For me the only piece of RM that has to be retained is the critical; everything else has to earn its place at the table. If it is more effort that it adds to the game I am inclined to cut or replace it.

Despite my slash and burn approach to rules I am mostly still following the roll your dice, find the right table, look up the roll and roll your critical procedure.

In all the companions and discussions I have never seen a superior system. I don’t care about the #hits, the rounds of stun, the bleeding or whatever. It is the wit and dark humour I like and the graphic descriptions of wounds. You will never get that with 1d8 damage. Decades ago rolling a 20 and getting double damage used to excite me but “Your bolt goes right through his temple and stands there quivering. Astonishingly enough, he’s still standing. But any attempt to remove it will kill him instantly. +25 hits, stunned no parry 2 rnds and bleeding 12 hits/rnd.” is a level above.

I have a half formed diceless RM combat system and I have an outline for HARP/FATE bastardised system. That uses the HARP critical tables and FATE dice and has a working title of FART.

FART is really good fun and fast to play. It just needs some time spent on it writing it up and putting it out there to the FATE community. The mission objective would be to hook FATE players into trying RMU once it is released. It is my understanding that FATE is one of the most successful games of recent years but despite that you will never get to put your crossbow bolt into someone’s head.

So we have ripped just about everything apart recently on here. What, in your perfect combat system, are the absolutely non-negotiable elements?