Stargazer Games

Warrior, Rogue & Mage

What is WR&M?
Warrior, Rogue & Mage is a simple, lightweight roleplaying game that allows a group of players and a game master to experience epic adventures in a fantasy world filled with wondrous magic.

No Classes
Although WR&M uses three basic fantasy RPG classes in its name, it doesn't make use of classes. Players are encouraged to create their characters freely without having to fit them into archetypal roles. Warrior, Rogue and Mage are actually the character's basic attributes, which measure their capabilities in combat, stealth and academics respectively.

Products

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Core Rulebook
Pages: 41
File size: 7.5 MB
Author: Michael Wolf
From the Imperial Forges
Pages: 7
File size: 3.6 MB
Author: Colin Chapman
From the Imperial Forges 2
Pages: 7
File size: 4.7 MB
Author: Colin Chapman
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The core rulebook contains the complete game rules, including character creation, combat, magic, equipment and monsters, as well as a complete fantasy setting, the Fallen Imperium of Vaneria. From the Imperial Forges contains over 20 unique magical items for your WR&M game. These items have been designed by ENnie-nominated designer Colin Chapman
(http://radioactiveapedesigns.com) known for his post-apocalyptive roleplaying game Atomic Highway!
From the Imperial Forges 2 contains 19 unique magical items for your WR&M game created by Colin Chapman.
84148 84033 84290
Discovered Lore
Pages: 8
File size: 4.6 MB
Author: Andrew Modro
The Art of Combat
Pages: 6
File size: 4.2 MB
Author: Michael Wolf
From the Imperial Library
Pages: 39
File size: 5.5 MB
Author: Brian Brousseau
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Discovered Lore contains six new playable races for your Warrior, Rogue & Mage campaign. Smash your foes as a hulking Mountain Giant or explore the depths of the oceans as a member of the ancient merfolk. In addition to that this book provides you with new magic items and a set of sample characters that can be used as starting player characters or as NPCs. The Art of Combat contains alternate armor rules, new talents and rules for dodging and parrying attacks which help you to make combats in WR&M even more exciting without adding too much complexity. From The Imperial Library contains several variant magic systems, new and revised spells and talents. It’s the perfect supplement for players and GMs who want to turn WR&M’s magic to eleven!

 

Miscellaneous downloads

Comments (69) Trackbacks (43)
  1. I am glad you enjoy the game! I usually improvise adventures myself, so I have no written ones you can download. Sorry.

  2. Do you wonderful folks have any interest in continuing with WR&M supplements? It’s the primary system in our household now, and we’ve adapted it for other genres; science fiction, translations of other systems, you name it.

    If you lack the time to compose material but are willing to skim through notes, I’d love some feed back too!

  3. Currently no additional supplements are planned. But feel free to share your ideas on the forums.

  4. didn’t these used to be on Drivethrurpg? If not, why not put them up there?
    ANd, have you thought about making 1 big book (you’ve got 108 pages there, so a 100-ish page document would work) and then making it available for print on demand?

    I’d definitely buy the a POD of this.

  5. @johnkzin: Regarding DriveThruRPG: http://www.stargazergames.eu/2012/04/19/important-announcement/

    Regarding making it one big book: That’s not as easy as it sounds, this I have to do a complete new layout, rewrite a few things etc. And at this moment I don’t have the time to do something like this. Sorry.

  6. Since I say this game I felt in love with it, it’s easy to understand and easy to teach, planing on staring a campaign soon with my friends on Puerto Rico. Thanks for making a great game.

  7. We’ve started playing WRM, and came across some confusion last night around touch spells. The rules don’t seem to indicate whether touch spells assume a roll to hit, ala D&D, or whether the only roll required is the casting roll itself.

    Did you have a specific approach in mind for those when you wrote these rules?

    At the moment our GM settled on a roll to hit using Mage vs Armour. I’m more inclined to do Mage vs. base defense, but was curious what your thoughts would be.
    Steve´s last [type] ..DayZ – Day 2

  8. The touch spells are actually an oversight on my part. If I ever do a 2nd edition I’ll need to clarify how making a touch attack works.
    The way I’d do it right now would be to let the caster make a casting roll to activate the spell. After that a roll Mage vs. base defense is needed to touch the target and release the spell. If the touch attack was not successful the spell is not lost and you can try again next turn. You don’t need to roll Mage vs. base defense if the target is unaware of the attack.

  9. Okay. Lines up with my thoughts, which is a nice bonus. Thanks for the speedy reply.
    Steve´s last [type] ..DayZ – Day 2

  10. I found an old 4 page version from 2010 and immediately made up a google docs character generator. This evening i found the updated version and began printing it. You design some good stuff there. I appreciate the effort. I play the fantasy trip/melee/wizard alot and find this a good alternative. Ill keep you posted on my play progress. Thanks again!

    Joel

  11. I’ve really enjoyed reading over this game. In my preparation of using it, I’ve become a bit confused by the Defense value and Armor. Is the Armor value used instead of the character’s base ((w+M)/2) Defense score? I’ve tried to figure it out by looking at the bestiary but I can’t make the NPC’s in there come out correct using the methods described in the text for PC’s.

  12. Hi Andrew
    If I remember correctly then in the basic game armor is added to your base defense.
    If using one of the different advanced combat options then your defense is basic and armor either reduces the damage from a hit or gives you more hit points. Shields always add to defense.
    Hope that is off help

  13. I can see what Andrew is talking about.

    Base Defense = ((W+R)/2) + 4

    Knight: W 6, R 2. That makes a base defense of 8. +6 for light plate + 1 for small shield = 17.
    The number given: 10.

    Soldier: W 5, R 3. That makes a base def of 8. +3 for scale, +2 for large shield, = 13.
    The number given: 10.

    Town Guard: W 5, R 3, so base of 8. +3 for scale = 11.
    The number given: 10.

    Journeyman Mage: W 3, R 3, for a base of 7.
    The number given: 6.

    Apprentice Mage works, if you drop the fraction. Bandit and Commoner both work. None of the other common NPC’s work.

  14. And, even with the caption that says “the defense listed is the unarmored defense”… still doesn’t work. The number for the Knight should be 8, in that case. Not 10. Same with the Soldier and Town Guard.

  15. The NPCs not necessarily follow the rules for player characters or might also have taken advances.

  16. Thanks, guys. I think I’ve figured out how it is supposed to work. I’m wanting to start a game of this and I have a question regarding how things work out in play. Let’s take a PC that gets Light Plate and a Small Shield and has a base defense of 8 (like the Knight above). That makes his Defense a 15 (8+6+1). That means a character (or monster) with a Warrior attribute of 6 and the appropriate weapon skill will have to roll an exploding die to hit the guy. This seems… difficult. Have the armor and shields turned out to be over powered in actual play?

    Also, do ranged spells automatically hit or does the character have to roll?

  17. The high Defense numbers are a problem, that’s why I created some alternative systems for armor in “The Art of Combat”. Check them out.

    Ranged spells automatically hit, if the target is in a line of sight from the caster.

  18. Thanks, Stargazer. I thought the math was coming out a bit on the difficult side but wasn’t sure if I was missing something in the system that made it work out better. I’ll look at the alternate systems. I’ll also consider making armor less granular, like Leather (+1), Scale (+2), Chain (+3) and Plate (+4) and then have small and large shields (+1/+2). That might keep the numbers a bit more manageable as well.

  19. That might work as well. WR&M is simple enough so that you can tweak it easily without breaking anything.


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