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.


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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
downloadnow downloadnow downloadnow
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
downloadnow downloadnow downloadnow
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


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  2. 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?

  3. Feel free to email me (info@stargazersworld.com).

  4. 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.

  5. 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/)

  6. 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).

  7. 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. 🙂

  8. Are there any pre made games for WR&M?

  9. 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.

  10. Is there going to be any new supplements for WR&M?

  11. Nothing is in the works at this moment, but it’s not out of the question that there will be further supplements.

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  14. 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…

  15. 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!

  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?

  17. 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.

  18. 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?

  19. 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.

  20. 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

  21. Thanks for the info! Great work you’ve done here.

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  25. 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.

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  29. 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)?

  30. 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.

  31. Awesome. That’s exactly what I wanted to know! Thanks!

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  35. 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?

  36. I am glad you enjoy the game! I usually improvise adventures myself, so I have no written ones you can download. Sorry.

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  39. 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!

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

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  42. 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.

  43. @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.

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  45. 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.

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  48. 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.

  49. 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.

  50. Okay. Lines up with my thoughts, which is a nice bonus. Thanks for the speedy reply.

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