So, come January, I'll be running RM for the first time in at least 10 years. My last attempt didn't work out so well, and was quite short-lived for a few reasons, but mainly, I think, because I tried doing a number of things differently than the tried and true methods I had in the past.
MERP, then RM2, then RMSS were the games I ran almost exclusively for about a decade from 1987. I long intended to undertake an effort to develop a system the used the best of RM2 and RMSS, and about nine months ago I suddenly decided it was time.
In the end, I've taken very little from RM2, other than the potential stat generation method. My main changes were to massively streamline the RMSS skill list, removing skills that basically just support other skills, are mainly required in order to be good at something else, or that are too finely focused. I combined a number of categories, added the Medical category, and made a few relatively minor changes here and there to other skills.
I also built a setting that, from the ground up, was designed to reflect some of the assumptions found in the rules themselves, instead of building a world completely independently and then just happening to use RM to play in it.
Possibly a significant part of it is just my enthusiasm rubbing off, but the group seems genuinely excited.
The PCsHobgoblin Paladin of MaukusWithin the setting, hobgoblins are a civilised, honourable, martial race. Statistically, they're basically High Men with a few traditional hobgoblin traits. Maukus is a god of war and wisdom, so this is just a straight up fighting paladin with some support spells.
Sprikkas Arcane ElementalistSprikkas are a strange, solitary, alien, immortal, magically-inclined race built on the elven template. The player of this character is the only member of the group other than me with any significant RM experience, although the bulk of his experience was with RM2.
Goblin RogueGoblins are pretty much the
Underground Races kobold, without daylight penalties. The player was a bit underwhelmed with how his character turned out in our recently finished Hackmaster game, and he wanted an effective, front-line fighter. At the same time, he didn't want anything too generic, and he didn't want to be limited to just being a fighter. I sold him on a goblin rogue, which I also took as an opportunity to show of the strengths of the system, and built him a highly effective character, the massive racial St penalty notwithstanding.
Hill Tribe HealerThis player loves the concept of the RM Healer (he played one for a few sessions in my previous short-lived RM game), but he also really wanted to play a monk. In the end, he asked if there was a way to combine the two. This was an even greater opportunity to showcase the versatility of the system. He's ended up with a fully effective healer that also has high Athletics and Adrenal Move skills, some spells to assist with defence and mobility, and a respectable +66 in Polearm. [Edit: For context here, I should mention they're starting at Level 4]
Hill Tribe BarbarianThis player's first experience with roleplaying was our previous Hackmaster game. Her partner sold her on a cleric for that game, but she quickly realised that she mainly enjoys killing stuff in combat, and any other opportunity to roll dice. I recommended barbarian, as a rock-solid combatant who can also be the group's primary tracker/outdoorsman.
Educated Urban Human MagentThis player is quite enamoured of the system so far. He really likes the way the magic system works and the wide range of spells with a lot of different, subtle effects, as well as the ability to play a spell user who's still a competent combatant and isn't completely reliant on spells. He's become a little concerned that some of his skill values are sub-par, but I'm assuring him that his spells go a long way to making up the difference, and the character will only grow more powerful.
Human WizardThis one was built without a lot of deep thought put into the decision. The profession list was perused, whittled down to a short-list of 2 or 3, and then he quickly settled on wizard. I've warned the player the character will be potent against other spell users but may sometimes have more limited utility. He's fine with that, and the elementalist player is very happy to have another arcanist in the group.
Human Cultist of the MoonCultist of the Moon is just my fancy name for one class of specialty priest. This particular priest is a member of the Cult of Aharzab Ahaz, which essentially preaches the doctrine of the Prosperity Gospel. This player has a tendency to come up with concepts that push the boundaries of what works within a given setting. He was initially planning on playing a Warlock who had
sold his soul to a demon, but obviously had far too much time to think more and ended up deciding to play a semi-heretical cleric trying to create a cult dedicated to his own personage. Fortunately, he's reasonable guy, and I was able to identify the core of the concept and build on that in a slightly different direction to the one originally envisaged. In the end, we arrived at an interesting backstory and excellent motivation for the character moving forwards, while removing some of the more gimmicky parts of the concept that I felt would prove disruptive.