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Warrior, Rogue & Mage
by Roberto M. [Verified Purchaser] Date Added: 07/28/2010 14:41:09

I must say I am trilled to see WR&M getting so much love. From its original version to this revised edition the game has improved in leaps and bounds. The layout and quality of the product meet or exceed many products you actually pay for, the system is simple intuitive and full of role playing possibilities. I cannot recommend it enough. I considered myself lucky for knowing the person who wrote this book. Get it you will not be disappointed!



Rating:
[5 of 5 Stars!]
Warrior, Rogue & Mage
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Warrior, Rogue & Mage
by Cody C. [Verified Purchaser] Date Added: 07/28/2010 02:05:08

Most Gms, at one point or another, try their hand at creating their very own system at one point or another. Some Gms (like myself) run into some problems and hit a big wall, but other manage to make a system that works and is fun. Michael Wolf (more commonly known as Stargazer from Stargazer's World) happens to be the latter.

Wolf's Warrior, Rogue & Mage (or WR&M for short) is a simple, rules light, classless fantasy game. While I've only played one game of it so far, I've got to say that WR&M is an incredibly fun game that is very easy to pick up and learn.

The layout and artwork of the game is very good for a free RPG. The pages have a old parchment design that fits a fantasy game and the artwork has an old school look to it that helps me visualize what kind of game I want to play with this game. The book is also laid out in a very simple way that makes it very easy to understand and figure everything out, which is always a bonus for any game.

Like I've mentioned above, WR&M is a classless game, even though it features the stereotypical fantasy tropes in its name. Warrior, rogue, and mage are actually the characters attributes in the game. Warrior is the physical, combat-oriented stat, Rogue is the stealth, social stat, and Mage is the intellect, magic stat. All the skills in the game (like most games) are tied to one of the three attributes. Unlike other games, however, you must have at least 1 point in an attribute to have one of the skills tied to it. For example, if you want to have Alchemy, you need at least 1 point in Mage. While at first this might seem limiting, it is actually a great way of cutting down on the crunch that some games have.

The basic rules of the game are as follows: When performing certain actions, the players roll a d6 and add the relevant attributes rank to the roll's result. If there is a skill that would help with the action, the player also adds a +2 to the result. If the result matches or exceeds the difficultly level set by the GM, they succeed. This, like most rules light games, is a very simple rule to remember and is used for almost every conflict and action in the game.

Magic in the game is also pretty simple to work. In order to cast spells in WR&M, you must have a Mage level of 1. Spells are divided into four circles of increasing powers. Spells of the first circle are very easy to cast, but not that powerful, for example. The circle of the spell also determines how much mana it costs to cast the spell. Like in other games, armor makes it harder to cast spells because you add the AP of the armor worn to the mana cost of the spell you are trying to cast. While I am a fan of the traditional D & D/Pathfinder style of spellcasting, I like magic point/mana systems as well because they tend to make spellcasting mechanics a whole lot more simple.

WR&M also comes with an a simple campaign setting to set your games in. The setting is the Fallen Imperium of Vaneria. The Imperium of Vaneria was once the most glorious civilization in all of human history, but dissolved after the death of its last emperor, Aurelius III and his successors started a bloody civil war. Five hundred years later, the great Imperium is nothing but a memory and only warring city states remain. While some would criticize Wolf for not giving us a completely fleshed out campaign setting, I think he made a good choice be giving us just some basic building blocks and leaving us room to make the Fallen Imperium our own.

Warrior, Rogue & Mage is a simple, fun to play game. Although I've only played one game of it, I am itching to play more of it. This game has a lot of potential and I can't wait to see what Wolf does with it. WR&M is a game that everyone should pick up. Since it's free, you have no reason not to grab it.



Rating:
[5 of 5 Stars!]
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Warrior, Rogue & Mage
by Colin C. [Verified Purchaser] Date Added: 07/27/2010 20:56:57

A slick and streamlined rules-lite fantasy rpg that promises to be as quick and fun to play as it was to read. I sincerely hope they produce some neat little expansions for it, such as more spells and magical items, and an expanded bestiary as I'd even be prepared to pay for such documents. Great job!



Rating:
[5 of 5 Stars!]
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Warrior, Rogue & Mage
by Curt M. [Verified Purchaser] Date Added: 07/27/2010 15:39:14

This game is evidence that increasingly the most innovative pen and paper RPGs are free, or nearly so. WR&M is elegant. It reminds me of first and second edition Big Eyes Small Mouth, but with even fewer "clothes on."



Rating:
[5 of 5 Stars!]
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