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[[File:Amar.png|300px|thumb|right|<center>Amar cover</center>]] | [[File:Amar.png|300px|thumb|right|<center>Amar cover</center>]] | ||
− | This is the site of the | + | This is the site of the Amar RPG. The game is the result of more than 32 years of development and play testing. Its forerunner was published in the UK in 1987: The Mega Role-Playing system (fantasy edition). It aimed to be the most realistic RPG (it still is) and geared at those who had been playing RPGs for several years. An RPG simulating real life was bound to be quite complicated and thus cumbersome. The developers ([[User:Isene|Geir Isene]] and [[User:Brakas|Bent Brakas]]) decided to cut down and simplify the rule system. |
While still maintaining a high degree of realism, the rules were simplified and simplified and simplified. Until the rules themselves were only a small fraction of Mega. The system is now one of the simplest and most realistic around. It uses only a 6 sided dice (D6) for determining outcomes of risky events. It is easily learned by the games master in an evening. The players catch on in an hour or two. No sweat. Just pure role-playing fun. | While still maintaining a high degree of realism, the rules were simplified and simplified and simplified. Until the rules themselves were only a small fraction of Mega. The system is now one of the simplest and most realistic around. It uses only a 6 sided dice (D6) for determining outcomes of risky events. It is easily learned by the games master in an evening. The players catch on in an hour or two. No sweat. Just pure role-playing fun. |
Revision as of 18:37, 5 September 2015
The Amar Role-Playing Game
This is the site of the Amar RPG. The game is the result of more than 32 years of development and play testing. Its forerunner was published in the UK in 1987: The Mega Role-Playing system (fantasy edition). It aimed to be the most realistic RPG (it still is) and geared at those who had been playing RPGs for several years. An RPG simulating real life was bound to be quite complicated and thus cumbersome. The developers (Geir Isene and Bent Brakas) decided to cut down and simplify the rule system.
While still maintaining a high degree of realism, the rules were simplified and simplified and simplified. Until the rules themselves were only a small fraction of Mega. The system is now one of the simplest and most realistic around. It uses only a 6 sided dice (D6) for determining outcomes of risky events. It is easily learned by the games master in an evening. The players catch on in an hour or two. No sweat. Just pure role-playing fun.
On this site you will find the complete game system as well as information on The Kingdom of Amar. You will also find online character and random encounter generators - tools the Game Master will find highly useful.
The Amar RPG rules
- Introduction - an introduction to Role-Playing and the Amar RPG
- The Character - rules covering character generation, attributes, skills and the experience system
- Combat - rules covering melee and missile weapons, armour and… combat
- Equipment - tables covering all kinds of goods, equipment and salaries for various professions
- Magick - rules covering magic and all the various spells
- Encounters - encounter tables and description of humanoids and monsters
The Kingdom of Amar
- The rise to infamy - a short story giving the background to Amar
- Information on Amar - an introduction to the Kingdom of Amar
- Amar - the current scene - information on the kingdom as the player characters start playing