This is the third and final (at the moment) volume in the horror effects series by Azukail Games. This booklet (100 Creepy Things and Events to Find in a Spooky House II) has far less strange mists and fogs and noises in other rooms than its siblings but more architectural spookiness.… Read the rest
I hate potions. Ok, perhaps I don’t feel that strongly but I certainly don’t use them a lot., and thankfully Terry doesn’t use them either in his Shadow World setting. So what is it that bugs me about potions….
Potions are a common trope in early fairy tales and mythology, a standard in RPG’s and are a critical mechanic in many computer video games for health or hit point rejuvenation. … Read the rest
Quite a while ago now I produced half a dozen blog posts in support of Ken Wickham’s Aioskoru world setting. Things than kind of went off the boil a bit and I didn’t do much more beyond describe NPCs, three settlements and some adventures based around a ship full of orcs.… Read the rest
Now that we’ve laid the theoretical groundwork in Pt. 1 I wanted to explore each realm in a bit more detail. Since the original Spell Law, Essence has included the traditional spells established by D&D: fireballs, teleports, sleep, charm, fly etc and most of the general accepted “rules” of Magic-User spells.… Read the rest
Azukail Games has given me another new toy to play with in the form of the booklet 100 Creepy Things and Events to Encounter Outdoors a sibling product to https://www.rolemasterblog.com/100-creepy-things-events-find-spooky-house/.
Azukail Games aim to, in their own words, “Publishing RPG Supplements to Help GMs” and their supplements normally comprise lists of really useful things that normally a GM has to come up with off the top of his head.… Read the rest
There has always been basic indications that the Rolemaster spell realms operate under different mechanics. Essence and Channeling are affected by armor, Mentalism by helms, verbal and hand gestures are necessary components of Essence but not so much Mentalism etc. At the same time, the general casting mechanics of 3 rounds for most spells were uniform across the three realms without any serious mechanical differences.… Read the rest
I really like Brian’s take on skills where the number of ranks has an important role to play as well as the total bonus.
As I see it there are four types of skill roll in Rolemaster.
All or nothing.
This is the classic pass or fail test.… Read the rest
In our attempt to reduce skills to the absolute minimum possible AND to create a unified action resolution for all actions we’ve come up with a hybrid system of ideas from RM and RMU.
The basic premise is that total skill bonus is used for action resolution (MM, SM, combat, SCR etc) and # of skill ranks are used for “proficiency issues”. … Read the rest
I have been doing a bit of homebrew rules writing this week and I have taken bits and bobs of other games and mashed them all together to get a set of rules that did a particular job. It isn’t rolemaster so doesn’t belong here but bits of rolemaster ended up in what I was doing.… Read the rest
One of my favorite aspects of Shadow World is the general lack of fantasy “monsters”. Perhaps the early emphasis of the Fenlon Middle Earth campaign set the tone, but both Rolemaster and Shadow World were relatively light on the D&D style monster encounter.… Read the rest