Difference between revisions of "Main Page"

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'''Resources for the Game Master'''
 
'''Resources for the Game Master'''
 
:[[Advice to the GM]] - tips for new GMs.
 
:[[Advice to the GM]] - tips for new GMs.
 +
:[[The first adventure]] - to get a fresh GM started.
 
:[[Special:ListFiles|Image library]] - lots of graphics, floor plans etc. Free for personal use.
 
:[[Special:ListFiles|Image library]] - lots of graphics, floor plans etc. Free for personal use.

Revision as of 13:11, 18 September 2015

The Amar Role-Playing Game

Cover for the original
Amar RPG version 2.0

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, "The Mega Role-Playing system (fantasy edition)" was published in the UK in 1987 and aimed to be the most realistic RPG. Target audience was seasoned RPG players. 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 yet realistic. The Amar RPG uses only a 6 sided dice (D6) for determining outcomes of risky events. It is easily learned by the Game 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 as well as salaries for various professions.
Magick - rules covering magic and all the various spells.
Movement and Weather - rules covering movement in different terrains and changing weather conditions.
Encounters - description of humanoids and monsters.

The Kingdom of Amar

The rise to infamy - a short story giving the background to Amar.
Mythology - the creation of the world, current religions and the calendar.
Information on Amar - an introduction to the Kingdom of Amar.

Resources for the Game Master

Advice to the GM - tips for new GMs.
The first adventure - to get a fresh GM started.
Image library - lots of graphics, floor plans etc. Free for personal use.