Hurin write a forum post about how most of the RMu professions shape up. I have a little thought experiment to keep you all amused.
(I have included some Sci Fi, modern and post apocalypse stuff here because I know people have turned RM to all sorts of settings and I personally have used this with Rolemaster and Space Master.)
I want you to imagine a map. Don’t draw it, this works best when it is purely in your mind’s eye.
You will need five NPCs, two goons, two lieutenants and a villain.
The map starts with a door with a goon either side. On the other side of the door is a room with the two lieutenants. There is a single exit to a short passage and then a second room with the villain in that last room.
That is a fairly basic layout and it is genre and setting neutral but let us change that.
- Sci Fi: The villains are terrorist and they have hijacked a starship. The door is an iris valve portal to the comms and navigation stations and the villain is on the flight deck.
- Fantasy: the goons are outside the cave entrance and the door is little more than fir branches pulled over the cave mouth. The floor and ceiling of the cave slope sharply together giving a very uneven floor. The two lieutenants are stood over a fissure with an iron tripod, buckets and coils of rope, one end of which disappears down into the ground. The passage in the description above is the fissure and the villain has uncovered an ancient burial chamber.
- Urban: The goons are on the street outside a one up, one down slum terraced house. The lieutenants are in the parlour and up the stairs, the short passage, is the bedroom with the villain; a corrupt merchant in this case.
- Fantasy: The goons are palace guards outside a guest suite. The lieutenants are minor nobles from a visiting but passively aggressive hostile state, the short passage is a leap from balcony to balcony and the second chamber is the suite of the foreign ambassador who has evil plans in the making.
- Post Apocalypse: The goons are mutants protecting a bunker entrance. The lieutenants are in the first chamber of an underground bunker and further down is the villain in a secure room.
- Modern: The goons are on the street in an industrial area, the room is a massive warehouse, the passage are steps up to a gantry level and the second room a small office overlooking the warehouse. This is the base of a smuggling operation and the NPCs smugglers and thugs.
You can run several missions with this map, get a document from the last room without shedding blood, get a document from the last room by any means, kill the villain, plant a bug/incriminating evidence in the last room or release a hostage. That is just a selection. It is not necessary to be overly creative for this experiment.
If a profession is going to be viable or playable then they should be fun to play. Although we normally think of a party of adventurers there is never a guarantee that they are all going to be alive and well. It could be that the villain is the key to healing the party (poison antidote?) and the last character standing is the party Mystic.
You don’t have to make dice rolls, you can kind of assume that if they have a decent chance of at least partial success that they scrape by but could you come up with a viable plan for achieving these goals in these situations with each and every profession? What skills are needed, what spells are needed? Would there be a minimum level you would need to be?