Gaming Weekend

(I am writing this on my phone and on the train so if there are any predictive textisms I apologise and will edit it down later!) I am on the train to Faerún again to run my face to face game. This is the haunted house session in which a disgruntled follower of Lathander will

Rolemaster Player Challenge. Finding the perfect pairing

I thought I would skip my “Weekly Roundup” for a player challenge. The challenge: suggest an interesting, creative or clever RM profession/magic item combination. The basic guidelines: One profession and one item. Artifacts are excluded. The combination should strive to make the “whole greater than the parts” or add an interesting dynamic or ability to

Rule sets and settings. The gap between Rolemaster and Shadow World.

A recent forum thread started me thinking about the “tensions” between a game setting and a game system. Specifically rulesets and worlds published by the same company (not like Peter’s use of FR for his RM game). Certainly Greyhawk and Forgotten Realms were designed to incorporate the full breadth of the D&D rules, but what

Shadow World Adventure Hooks: “Rock Star” fortresses!

My campaigns have never featured a lot of traditional RPG dungeon crawls; I’ve always felt they were a little contrived and disrupted the grittier/realistic feel I was striving. Instead of stocked underground mazes filled with traps, puzzles and commensurate rewards I challenge my players with fortresses, strongholds, castles and lairs. Creative architecture is not my

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RMC House Rules – Character Creation #4 – Cultural Background

Cultural Background is another element of RMU that I really like. The mechanism is really simple. There are a number of predefined backgrounds such as urban, nomad, coastal and sylvan, plus 4 others in RMU, and there is a mix of skills that are typical for people growing up in that culture. So you choose