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
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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.
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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
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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


  1. Hi Stargazer,

    I will run WR&M with roleplaying newbies (family) and changed the skill list. There will be no revised Version of WR&M, as it is in the hands of the community. In your post “http://www.stargazersworld.com/2015/02/11/why-there-will-be-no-2nd-edition-of-wrm/” you refer to some aspects where revised rules make sense:
    – combat rules need fixing
    – talents does not work as intended
    – Monsters have to be reviewed

    I totally understood that there will be no second edition. Even though you do provide the solution, do you mind to list the shortcomings where you see a demand for a change in the rules?

    Having your points I can make my mind up, how do I solve those items in my game.

    In advance thank you very much for your reply

    Have a great sunday

  2. Pingback: Hacking WR&M to Fate’s Wheel | The ChaosGrenade

  3. Thank you,

    WRM has been the most fun on the fly game. My friends and I play whenever we get the chance.

    Thank you for all the fun and good memories that have become because of you and your work.


  4. You’re most welcome! I am glad you had fun playing the game!

  5. Pingback: RPG a Day 2016: “Shall play a game?”- Day 19 | Stargazer's World

  6. It’s comforting and happy-making to see WRM is still alive and kicking.
    It was the last system I used to run a game, before moving over-seas to a place where there are no table-top rpg’s.
    Having revisited the site for the first time in 3 years I’m feeling motivated. I may see if my old group would be up for some Skype based gaming.
    Carry on!

  7. I really like the lightweightness of WRM.

    I dropped the 3ed dnd rules and implemented WRM instead. One point about WRM that i really like is that given its lightweight and simplicity it is very easy to adapt and build upon.

    The next time i opted to GM an RPG we decided to use WRM again. 2 out of 4 were new players and we felt it would be the easiest system for them to grasp and get rolling. We did have to add on house rules as our setting is sci-fi with psykers and all kinds of hitech weaponry.

    But with some descussion it is relatively easy to add on stuff.

    Though one of my struggles is converting other system stats into a fair resemblence in WRM. More monster stats for comparision would be great. WRM deffinently feels like something a community could build upon.

    I am currently prepping my next session in our sci-fi campaign using WRM. So it’s still live and kicking here with me atleast 🙂

    Thanks Stargazer

  8. Thanks for your kind words! I am glad you and your players enjoy WR&M. At the moment I have no plans to expand on WR&M, but I am glad people still get a lot of fun out of it. 🙂

  9. Hey dude, I’m finally running WRM for the first time after years of re-reading it. It plays well in the tutorial game I ran and already we’re thinking of ways to adapt it to our group. Mainly I don’t think that my friends will have to pop adderall to focus on the game like they did with 3.5. Thanks for an awesome game!

  10. Pingback: #RPGaDay2017 Day 21: “Brevity is the soul of wit.” | Stargazer's World

  11. Just I want to thank the creators of this game. I think is one of the best minimalistic roleplaying games.

  12. Michael, I know it’s been out a good while now, just wondered if you have an “official” map of the setting from WR&M that you’d be willing to share. I have a version in my head based on the descriptions, but I’d just like to see how it compares with your vision.

  13. Love this. The core rules are so beautifully simple. I’m toying with adding some mechanics. The best part is that when I look at it, I see the system incorporating them seamlessly and in an already balanced method. I thought GURP’s and True20 were simple and versatile, but they are nothing compared to this elegant design. That said I’m looking at working either a vitality wound system in,(Simpler), or a wound penalty system (Harder). Also considering a XP for PP instead of levelling. Which would make character progression mor like WOD. Thank you for what seems more and more, like a perfect framework!

  14. This game is exactly what i have been looking for!
    So simple and light, but there is so much potential.
    I haven’t given it a play yet (although I surely will), but it seems that it empowers a character enough to feel cool, without falling into the trap of having every choice coming from a long list of “buttons”.

    From the GM-ing side of things it looks like it is easily expandable to whatever you need for whatever kind of story/campaign you are running. I am already building a hoard-load of stuff in my head for this.

    I am going to give this a spin, and maybe let you know how it goes (If I remember)

    Absolutely brilliant.

  15. Is WR and M compatible with OSR or D&D stuff? Modules? Seems too good to be true for it to be easily compatible.

  16. I just read the very slim, yet well written book (Though with some minor ambiguities). And I must say, this is a true hidden gem!
    Some feedback though. On page 16, the weapon description for crossbow should say “A *crossbow* can be used from horseback.”, instead of “A bow can be used from horseback.” and the rulebook’s character sheet is missing 2 “Trained” circles plus a typo for the lizardmen race in page 27, specifically the word “There”, which should be “Their”. Just some little superficial errors, nothing major. Also, I suggest referencing what Rounds are, as far as I am aware there’s none in the book. Though I’m sure this isn’t needed as it’s self-explanatory for gamers, but maybe not for newcomers and fresh roleplayers stumbling upon the game.

    PS: On another note, is a bow/crossbow considered a two handed weapon? Obviously you need two hands to use/reload both, but it isn’t explicitly stated. I’m asking because of the “Dual Wielding” talent you can get. Paired with the “Double Attack [?]” (Forgot the name) talent, you can basically hit someone and fire at another, if that’s allowed that is.

  17. Thanks for your kinds words and pointing out some of the errors I made. Perhaps I should release a proper errata at some point. And to answer your question: yes, bows and crossbows are considered two handed weapons.

  18. Hi Stargazer

    My friends and I have been enjoying your simple and approachable game system. However, we found some of the rules regarding the use of magic a bit unclear and I hope you might be able to shed some light on it.

    Specifically, we hope that you can answer the following questions:
    1. When using magic, is a Mage roll performed against the DL of the spell?
    2. When successfully casting a spell, can rolls for damage (and healing) of a spell explode?

    Kind regards, Tobias

  19. Hi Tobias,

    1. Exactly.
    2. I’d say so, yes, but it’s up to the GM.

    I hope this helps!

  20. Hi! i just see the rules but really not a done adventure can someone explain plz or am i just slow?

  21. There are no pre-written adventures for WR&M. I’m afraid you’ll have to write your own.

  22. I read the rules, and so far I actually really like it, but unless I overread something, there seems to be a glaring issue with armor and Attributes: For just 135 SP, someone focusing on the Warrior attribute could purchase Heavy Plate Armor and a Tower Shield. Say this guy has W6 R2 M2, that means his Defense is 18 from the start, basically impossible for anyone who doesn’t have W10 and a skill to crack without exploding dice – possibly even multiple in a row.
    What’s more, once Attributes rise to ten or so, even the hardest DLs become meaningless if you have a skill. (I lowered that a bit with “imploding dice”).

  23. Yeah, that’s actually an issue. Using the alternate combat rules alleviates this problem somewhat.

  24. Hi Stargazer. I was wondering if you had any advice on porting characters made in WR&M to DnD 5e. I was originally running on your system but ended up adding so many extra rules through player advice that it got close enough to regular DnD. As such I was hoping you had any ideas for attribute scores and the like being changed to match the system.

  25. I think you should probably just recreate the characters from scratch while making sure that the new D&D characters match the concept the player had in mind. WR&M works very much differently than D&D and some of its core concepts don’t really translate well to D&D. I’d just look at the WR&M character and then make a decision which class would fit the concept best. For attributes I’d avoid rolling up stats, but rather use a point-buy method. A high Warrior attribute could translate to high values in Strength and Constitution, while a high Mage attribute means the D&D character should have high values in Intelligence and Wisdom, and so on. But also keep the D&D classes in mind. A warlock or sorcerer should have a high charisma value for example to work properly.

  26. Hey, I’m not sure if this question has been asked already. And maybe it’s obvious I just missed it: But in the explanation of Combat it says to refer to the magic chapter about magical attacks. But the magic chapter only gives the general DLs for the different circles. Does that mean that spells always ignore armor and have just the difficulty of their respective DL?

  27. The magic attack DL is one of the inconsistencies which unfortunately made it into the game. I’d use either the target’s Defense or the spell circle DL depending on what’s higher.

  28. Hi, I just discovered WR&M while searching for a simple, light, rpg tabletop game, and I absolutely love this! I have a simple question though: about combat, I cant find a precise explanation of what actions you can perform in a combat turn. How far can you move? Can you make only one attack? An attack and a spell? Maybe it’s that, coming from d&d, I am looking for too technical things, but I would like to run this game without creating big balancing issues

  29. WR&M doesn’t try to be perfectly balanced, nor will you find precise explanations in the pages of the rulebook. In combat players can move a short distance (let’s say 10m) and still do some other action like attacking, or casting a spell. While moving you should also allow things like shouting an order, using hand signs, drawing and dropping a weapon. WR&M is more about what makes sense to you and the players rather than complex rules. I wouldn’t allow multiple attacks though. You also can’t combine casting a spell and attacking. BUT if you and your players think multiple attacks and attacking with one hand and casting with the other is more fun, feel free to play the game that way. I hope this answer helps. ^_^

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