I was playing a game (rpg) this weekend and it had some rather nice random adventure tables. The way the rules were written had it so you needed to roll one of every polygon dice. The first roll you give you a fact and direct you to a sub-table, the next roll gave you the next fact and moved you on to the next table and so on.… Read the rest
Perhaps the most common criticism of Rolemaster over the years is that it is ‘Chartmaster’: overly reliant on charts for basic actions. I think everyone should rejoice to hear that RMu has now dispensed with the need for a chart to handle basic movement.… Read the rest
Pathfinder 2 launched at Gen Con this weekend and I was lucky enough to play it there firsthand. The thing I liked the most about it was the action economy, which I think gives Rolemaster players (especially RMu players) a lot of food for thought.… Read the rest
The Charm Spell. One of the four foundational spells that are required in fantasy RPG’s. (Sleep, Fireball, and Fly being the other 3). Rolemaster Spell Law includes several type of “Charm” magics, but they don’t feel well thought out in requirements, applications or effects.… Read the rest
I’m here at Gen Con in Indianapolis, and hope write several blogs about my experiences. I’ll talk about what I’ve learned about mechanics — action economies, playstyles, and my personal favorite, shield usage — in later blogs, but since this is my first time here, I thought I’d just post general impressions first.… Read the rest
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
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