House Rules For Rolemaster For Easier Play

Recently I had a impromptu chat with Tim of the Samwise Seven RPG YouTube channel and the YouTube RPG Brigade on Facebook. There was no real setup and we just went off the cuff. The bad background sounds were my fault as I was clashing around in the kitchen. My first Google Hangout – so lesson learned.

We ended up chatting for a good 23 minutes about Rolemaster. A great, old, RPG from way back that we both enjoyed. You can find the video of the chat here : https://www.youtube.com/watch?v=7Bbj8N_ebgg.

One of the things we touched on was the ease of playing Rolemaster and how to make it more approachable for new players. That’s what the rest of this post will be about.

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True Weakness vs. Perceived Weakness

This army sucks.

Why would you take that model? It’s horrible.

Don’t play that class – it’s pathetic compared to the others.

Sound familiar? I’m willing to bet it does. This language tends to permeate gaming no matter if it’s board gaming, roleplaying, table top battle games or pc/console games.

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Game Agreements And Why They Are Terrible For The Game.

First off – a quick definition of what a game agreement is, or at least a definition no-one should have an issue with.

Most games have a level of agreement for what playing that game will contain. You choose a points level to play, or pick a mission type to play, etc… Whatever these agreements are, they are built into the game’s design. Points are clearly needed to balance many games. If you are able to play 1000 points of your chosen game against your friend who has 200 points, clearly its not going to be a fun experience for someone.

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The Fall Of the Game Company

Happy New Year to all!

 

Bit late with that – but better late than never!

I’ve been watching Games Workshop’s flailing stock numbers over the last year. Ever since the ‘Great Fall’ in the beginning of 2014, I’ve looked almost daily. I find the whole thing to be a new fascination of mine. I never followed stock markets before this.

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The Importance of Story

The games that we all play (at least if you are reading this, the games YOU play) are mostly fun based on their rules. The rules of a game are paramount to the experience of that game, be it a roleplaying game, board game, table top battle game, etc…

Rules give the frame-work that all people sharing the experience can work with and have the same expected outcomes. Playing a game like Warhammer or Firestorm Armada will give a specific set of instructions for moving play pieces and attacking enemy models. Board games like Eclipse and Terra Mystica give rules for expansion and interaction of the players on that board. Roleplaying games super impose a unified system for skill checks, spell casting and fighting. All of these rules in a game are universal to all the players in that game. We all need to be on the same page.

But outside of the rules, there is the story.

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First play of D&D 5th Edition.

So our group went through a brief ‘intro’ game with a little bit of combat with the new Dungeons and Dragons 5th Edition. The players consisted of a Human Warlock (new base class for 5th), a Human Cleric of Helm (we are playing Forgotten Realms), a Tiefling Sorcerer, and a Dwarven Fighter NPC.

Our first impressions of character generation can be found here : https://thedicehateme.wordpress.com/2014/09/03/dungeons-and-dragons-5th-ed-first-impressions/

The ‘adventure’, if you could call it that was a quick rail-roady intro where the players were travelling with a caravan through a desert when they came across some standing stones they wanted to check out. Of course, the stones have some ancient language that points to ‘untold riches’ off in the desert.

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