Wednesday, November 23, 2011

Thinking Critical - Some Thoughts on Rolemaster

I was thinking earlier about the rulesets I have installed for Fantasy Grounds 2 (VTT) and Rolemaster kinda stuck out in my mind.

I always had big ideas about running a Rolemaster campaign back in the 90s, but I never got around to it. I did run some MERP, and we had a short but intense Spacemaster campaign that I ran when we were short players, but we never stuck with it.

It always seemed like it was too complicated. We loved reading the charts, but we hated referring to the charts. Heck, I think I winged at least half the modifiers.

Fantasy Grounds 2 automates the modifiers and the charts. It ALMOST makes it a viable choice for me to run a game of Rolemaster. It still may be too complicated for me. Swords & Wizardry Complete, ACKS and the other clones are more my taste these days.

It would be nice to have some of those criticals pop up on the screen. I might just have to play around with it tonight and see how it plays out.

Yes, I'm getting much closer to getting my game on. Or games. Fun Fun!

1 comment:

  1. Given that Rolemaster has its origins in a D&D add-on, theen it's probably not too difficult to take the critical hit charts and bolt them onto something like Swords & Wizardry.


Tenkar's Tavern is supported by various affiliate programs, including Amazon, RPGNow,
and Humble Bundle as well as Patreon. Your patronage is appreciated and helps keep the
lights on and the taps flowing. Your Humble Bartender, Tenkar

Blogs of Inspiration & Erudition