Tuesday, November 19, 2013

The Majestic Wilderlands RPG Part 1

I came out with the Majestic Wilderlands Supplement nearly four years ago. Since then I placed many sessions of Swords and Wizardry plus the MW supplement. Some with my Monday night group, some at conventions, and others at games stores like the Gold Star Anime.

The rules to my game haven't remained static. Since my adopting Swords and Wizardry and writing the MW Supplement I have added, and refined the rules I use at my tables. And now I find the need to collect together into something coherent. Eventually it will wind up as a Majestic Wilderlands 2nd edition.

Functionally it will be a complete RPG in terms of rule. Not because I have any great passion to add to the every growing collection of OSR rulesets based on the original roleplaying game. It because I would like to have a single document to hand to a player when they ask me how to make a character or need to refer to something in my game. If I do polish it and released as MW 2nd edition it will still be a supplement to Swords and Wizardry.

These irregular posts will serve to organize the material I developed over the past four years. And will appear along the with the ones developing the fudge based RPG I been working on.

First off is the list of steps needed to create a character. I developed a set of  reference cards and honed it so that even a large group can get all their characters done in 15 to 30 minutes.

You may notice that I don't give advice on all the attributes. The ones in the list are those that I found get asked about or pointed out the most beyond the obvious prime requisites. And remember in my game, any class can attempt any class. Some players when deciding to place attributes may decide to put their second highest or third highest numbers so that their favorite abilities get a boost. For example Dexterity for Stealth or Charisma for Locution.

Creating Characters

The following sequence has been found to allow groups to quickly generate characters before or during a session. To get the most of this sequence the referee needs to obtain and print out the character creation quick sheets. These quick sheets are available with the purchase of this book or freely downloadable from the author’s website.

Roll 3D6 six times.
Look at the character class summary and pick out the character class that interests you.
Arrange the six rolls accordingly.
It is recommended that the highest roll be placed in your class’s prime requisite.
Dexterity will improve Armor Class
Constitution will improve your hit points.
Charisma will improve your character’s relations with the NPCs of the setting and the increase the number of loyal henchmen you can have.
Rogues need to decide to focus on combat, or particular abilities.
Look at the character race summary and pick out the character race that you want to play. Keep in mind that humans get +15% to their earned experience in addition to their prime requisite bonus. Also keep in mind that some races come with complications when dealing with societies dominated by humans.
Modify your attributes according to race
Optionally roll 3d6 for starting experience point*.
Record your attribute modifiers, the abilities of your race and the abilities of your class.
Roll 3d6 and multiply by 100 for the number of silver pieces you start with.
First level characters start at maximum hit points.
Pull out the short equipment list and buy your weapons, armor, dungeon equipment, and starting magic items if any. If you are starting above 1st level and you are a cleric or magic-user remember to reserve some of your starting wealth for ritual spell casting.
Your character is now ready for adventuring.

* I use a modified chart based of the one at the end of Jeff Rient's Tower of Xylarten for some of my sessions.

2 comments:

  1. Looks good Rob. Does there need to be a step for spell-casters to pick a spell? (Or did I miss that?).

    Really cool idea to have a complete book to hand to players as you say.

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