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 |
| 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. |
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| 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 |
| 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
- Character, Spell, Equipment and Variant sheets (PDF)
- Character, Spell, Equipment and Variant sheets (printer-friendly, PDF)
- Warrior, Rogue & Mage, Core Rules (4-paged "Early Draft" edition, PDF)








May 10th, 2010 - 09:35
Looked over it, and it seems interesting at first glance.
Expect more comments on my blog after I’ve gotten a chance to dissect it.
May 10th, 2010 - 09:55
Uh oh. That sounds like a threat.
July 28th, 2010 - 01:41
Nice work! This looks awesome, the layout is very good and the art fits perfectly with the rest of the book. Not tested the mechanics yet, but it looks solid to me. Good job, and as always, I am humbled by the excellent work you produce.
August 5th, 2010 - 23:59
I love this game! At first, I was messing around with some different combat mechanic ideas but I think I’ve settled on the existing one plus a simple house rule of rolling a 1 always misses (some characters with low defenses would always get hit by certain other characters – they can’t ALWAYS hit, right?). Also, if a 6 “explodes” maybe say the 1 “implodes. ; ) Love the “exploding” dice rule, too – reminds me of DARO/TARO from T&T (another great game). Lots of other things to love about this game too. Do you plan to have more creatures/spells soon? This is a free game, so I don’t expect quick turnarounds by any means, but do you by chance have guidelines you follow for creating some that we could use?
August 11th, 2010 - 11:46
@Mike: I am glad you enjoyed playing WR&M. I have some plans for additional creatures but I have no idea when I will release them. I currently need to relax from Gen Con.
If you want to create monsters yourself just take the exisiting ones as examples and play around with the stats. There are no guidelines.
August 20th, 2010 - 18:00
This is a great game played it last weekend with some friends. Now working on a 14th century version for Mike.
It is so open which allows the GM to make it his own. Which allows you to surprise the players. I added a fear effect for a encounter in the game we played.
Well Done Michael.
September 1st, 2010 - 06:06
I really like the look of W,R+M, but I’m confused about combat: does someone who’s being attacked roll a d6 to try to avoid the attack or is it just the attacker’s total bonuses+1d6? Also, how would you stat Gnolls for this game? (They are one of my favourite races in D&D so I’m curious about how they would transfer to W,R+M).
September 1st, 2010 - 06:21
The core rules don’t have any hard rules for avoiding attacks aside from Defense. I’ve recently posted about additional combat options like parrying and dodging attacks on this site, perhaps you want to check that post out.
Hmm, I haven’t thought about Gnolls yet. I would probably give them the following attributes: W4, R3, M2. Natural Armor of +1 sounds fitting and since they prefer using axes in combat, the Axe skill would make sense. I would calculate HP, Defense and Mana like for human characters. Perhaps you can increase HP by a few points to make them tougher. Done!
September 1st, 2010 - 06:33
Thanks for the information (I meant about using Gnolls as PCs: I came up with my own stats, Tough as Nails (-2 damage from each attack), Bite (never unarmed, deals 1d6 damage, uses Warrior), Outcast (-3 social interaction checks for non-Gnolls,), but I was curious about what you would choose for them. Incidentally, do you know of anyone who plays this game online? (I don’t know anyone in real life who has an interest in this sort of game and nobody else who I know thanks to the internet seems to interrested).
September 1st, 2010 - 06:39
What you came up with actually looks pretty cool. I think someone in the forums mentioned running the game online. Check out this post for example: http://www.stargazergames.eu/forums/?mingleforumaction=viewtopic&t=22.0
Or open your own thread in the PbP forum here at Stargazer Games.
September 1st, 2010 - 06:41
Thanks.
I tried singing up for the forum but I can’t seem to be able to do it for some reason. (I got a message saying that I couldn’t register at this time when I tried to register).
September 1st, 2010 - 06:42
Here’s a post that explains how logging into the forums works: http://www.stargazergames.eu/2010/05/04/the-stargazer-games-forums-are-now-open/
September 1st, 2010 - 06:52
I’m trying to log in using my Gmail password but it isn’t working and I don’t have accounts with the other things which can be used.
September 1st, 2010 - 06:54
That’s weird, because I use Gmail to login myself. Please try again and use your full email address. If that doesn’t work, use just your username (without @gmail.com). Basically both variants should work.
September 1st, 2010 - 06:56
And make sure you don’t block pop-ups.
September 1st, 2010 - 06:58
I’ve tried those ideas. They still won’t work sadly.
September 12th, 2010 - 02:51
Great set of easy to use RPG rules. Very flexible, and allow interesting character generation. Looking forward to more supplements and rules.
October 19th, 2010 - 03:25
My gaming group is using this as an in game break during our main campaign and love it. The rules are are so light and comfortable that the GM handed us each a character, explained the rules in 5 minutes, and we were off and playing. In an hour and a half we made it through the first part of a story arc, had a sideline quest, and complete 4 rounds of combat (14 enemies total). And we’d never heard of the system before tonight.
Great game all around. Thanks!
December 13th, 2010 - 04:50
Great system – been playing with it for a while now, and it’s found what I think is the perfect mix of being rules-light and still comprehensive. The light, fast rules have allowed me to run a game that started face-to-face, and seamlessly(?) transition it into an online game via videoconferencing after the young’ins bedtime
Many of the players had never heard of the system before, but within just a few minutes were up to speed and are now the “core” of the campaign as others have fallen off. Thanks for producing a system that’s allowed this crusty old gamer to get back into things.
Loving the system, and anxiously awaiting the next installment (hoping it’s new critters
– Dave
January 18th, 2011 - 17:54
I’m not sure if this is the right place to ask this, but I have a quick rules question.
All of the other game rules make sense to me, but the wording on the Orc racial berzerker confuses me quite a bit. How exactly is this intended to work? The wording of the ability almost seems like it would grant a sort of invincibility as long combat continued. However I doubt that’s what you actually meant for this ability to work.
January 18th, 2011 - 19:00
Yeah, that’s how it was intended to work, at least partially. I think I forgot to mention that when your HPs drop under a certain threshold you actually die. And if the fight was particularly heroic I would allow the berserker to save his life using a fate point.
January 18th, 2011 - 19:16
Thank you for responding so quickly! Sooo.. might I ask about this threshold you speak of? How do you defeat an NPC with this ability?
January 18th, 2011 - 19:19
Hmm, I would probably set it to HPs equal to the character’s Warrior attribute. Or something along those lines. By the way, it would be great if you could join us in the official Stargazer Games forums over at rpgtabletalk.com.
Stargazer´s last [type] ..Sandbox in Space
January 18th, 2011 - 19:26
I may just do that. Thanks for all your help, have a pleasant evening.
January 18th, 2011 - 19:27
You’re welcome!
January 18th, 2011 - 20:32
For the Berserker you could get them to make a warrior roll with a DL = to the minus damage +5.
So once you reach -2 you need to make a DL7 roll.
Gives a uncertainty to how long you can keep going.
January 18th, 2011 - 20:35
That’s actually a great rule. I like it!
February 19th, 2011 - 01:26
Just downloaded and read the core rules and loved them!
Now I want to take a look at the additional material before writing a review.
Good job!
P.S. If I have a couple of question, where can I address them?
February 19th, 2011 - 14:03
Feel free to email me (info@stargazersworld.com).
March 10th, 2011 - 01:49
Is it possible to get the text for the WR&M core rules/supplements in html or doc format? No pictures? I want to use them on my kindle and it would be great to get the text into a format that I can convert easily.
March 10th, 2011 - 05:53
Theoretically yes, but there’s some work involved. The problem is that I did some text editing during layout and so these changes are not included in my manuscripts. BUT there is a TiddlyWiki for WR&M that could interest you. (http://wyrm.tiddlyspot.com/)
April 24th, 2011 - 04:39
The character sheet has a field for “Adv. Taken”. What’s that field used for? A quick search of the Web reveals its presence on character sheets for other RPGs so I’m sure it’s fairly standard, but I don’t recall it from my RPG days (late 70′s, early 80′s).
April 24th, 2011 - 10:36
Adv. Taken means “Advances Taken” and player an write down there how many times they have advanced their character. It’s definitely not something everyone must write down, I just put that field there, because I didn’t know what else to use that free space for.
May 13th, 2011 - 04:04
Are there any pre made games for WR&M?
May 13th, 2011 - 08:15
Do you mean adventure modules? There are none at the time. But it should be pretty easy to adapt adventures meant for other rules-light games to WR&M.
May 25th, 2011 - 18:24
Is there going to be any new supplements for WR&M?
May 25th, 2011 - 19:02
Nothing is in the works at this moment, but it’s not out of the question that there will be further supplements.
June 17th, 2011 - 23:59
Excellent game! I’m happy to see the independent publishers putting out original and quality stuff! Downloaded it all and binded it up! Will be using it for a low magic Norse/Conan type world setting…
June 27th, 2011 - 21:11
This is an awesome series. Thanks a lot for providing it, Stargazer. One question to help expand the world a bit, if I may: Is there any kind of simple method for some d20 conversion? Looking to expand the bestiary and “bad guys” a bit, so I was wondering if there was some sort of method that could be applied. Thanks again!
July 10th, 2011 - 16:16
This is great little game and just what i need after running D&D 4e and getting too annoyed with the prep time. A quick question: the Outcast talent gives you a -3 penalty to interact with other races socially, but what stat would you use for being social? Rogue or Mage?
July 21st, 2011 - 04:31
That depends on what you want to do. In my own games I added Intimidation (Warrior), Diplomacy (Mage) and Fast Talk (Rogue) as additional social skills.
July 24th, 2011 - 00:35
I’ve been preparing a game for a couple of players and have come across a problem I’m not sure how to fix. We made characters today one of which has a warrior level of 6, a rogue level of 2 and a mage of 2. Calculating the base defense should give an 8 (6+2 for warrior plus mage = 8 divided by 2 = 4, plus 4 = 8). He has heavy plate armour which gives a plus 7 in addition to natural armour +2 (lizard man) and + 2 for a large shield. This gives a total defense of 19 (8 base + 7 for plate armour + 2 natural armour + 2 shield).
Say he is attacked by someone with a warrior level of 6, with the sword skill (+2), and rolls a 5 (high, but not high enough to “explode”). That equals 13 (6 warrior + 2 sword skill + 5 die roll). That’s a miss.
It seems the ONLY way to hit him would be to roll a 6, then roll the exploding die very well once or twice.
Having a brand new character that can’t be hit by any of the basic monsters he might come across isn’t any fun. Am I missing something here, or is this something I’m going to need to resolve on my own?
July 24th, 2011 - 08:40
Yes, that’s one of the issues the combat system in the core book has. That’s why I wrote The Art Of Combat which contains alternate rulesets for armor which should solve your problem. And when I think about it, the natural armor of the lizard man should probably not count when he’s wearing armor. I think the rules don’t mention this, but that’s how I would handle it.
By the way, if there are any further questions please post them in the official forums at rpgtabletalk.com.
July 24th, 2011 - 10:46
HI Datter,
If you turn armour into a damage reduction as Stargazer has in Art of Combat or See some of the options I am using in my 14th Cen KCR version you will not have such a problem. Natural armour also becomes damage reduction so reducing his defence to around 10 witch is fine but then around 9 damage reduction. You will hit but need to hit well to do any damage. Money should have stopped him having that plate armour early on though.
Also remember that there are other ways of testing your players than combat, with low rogue and mage he will be vulnerable to traps etc and will struggle in situations when he can’t wear that armour or use that sword.
See http://www.rpgtabletalk.com/index.php?board=12.0
Hope this helps
July 25th, 2011 - 00:57
Thanks for the info! Great work you’ve done here.
October 2nd, 2011 - 23:28
Love the game, we have an ongoing campaign of it.
I just wanted to say, though, that an all-in-one bundle on DriveThru would be really handy.
February 2nd, 2012 - 13:42
Do you guys allow people to design their own supplements for WR&M for release, so long as they use the same CC license (and obviously follow all the rules for that CC license with regards to the original material)?
February 2nd, 2012 - 14:58
Yes. That’s why I chose that particular license. People are free to release their own stuff derivative of WR&M as long as they give proper credit, share it under a similar license and don’t use it commercially. Please note that the artwork is not licensed under CC, so you can’t just reuse that.
February 5th, 2012 - 09:39
Awesome. That’s exactly what I wanted to know! Thanks!
April 20th, 2012 - 17:21
So, first off, I really freakin’ dig these rules. Very well done!
I think I’m going to run my AD&D guys through a game with this system as a one-off, possibly turning into a game we return to every now and then for a break from our main campaign. Do you happen to have any written adventures great for a new group to get them acclimated to the system?