from GRAmel is a one-sheet RPG, at least from the player's side. One sheet of paper, 2 sides. The GM rules take up a second, 2-sided sheet. So, maybe 4 pages, 2 sheets is more proper, but who can truly say? ;)
Anyhow, what we have here is an excellent game engine with a convention setting / pick up game type play in mind. Simple enough to hand to the players and have them grasp the rules and mechanics in 5 minutes and literally have them jumping into the game.
The mechanics are based on rolling 2d6 plus stat (ranging from -1 to + 5), 7+ is a success, double ones is a fumble, double sixes is a crit.
3 stats - Strength, Agility and Mind. 10 skills and a flexible power (magic) system.
Oh, and an experience system and character advancement if you want to turn it into campaign play.
The whole system is flexible and concise, which means a strong GM is almost a necessity. In the right hands, this should shine like gold. At a buck fifty ($1.50), the price is certainly right to take the chance.
From the blurb:
is the new ultra-lite RPG from GRAmel. Made for Old School aficionados, it has a Player's Guide and a Game Master's Guide - each in only two pages!
In the Player's Guide you'll find:
+Fast but detailed character creation rules
+Action resolution rules
+Gear and Encumbrance rules
+A slick freeform system for creating magical characters, from traditional wizards to exotic faeries
+Alternative point-buy rules for character creation
In the Game Master's Guide you'll find
+Additional rules for extended tasks, cooperative actions and more
+Hazards: including poisons, diseases and environmental hazards
+Rules to fully customize your heroes
+... and much more!
Bonus Character Sheet included!
Over the next few months GRAmel will publish mini-settings, adventures and supplements for Adventurers!
, all of them in only two pages!