Several years back, I came across a lot of roleplaying books on eBay and grabbed them. The lot was Mayfair's entire line of Role Aids - the very books which got them sued by TSR and forced Mayfair out of the RPG industry (they still make trains). I already owned a copy of Elves and always enjoyed it. In fact, several times throughout the years I'd tried to incorporate it into my games, but D&D covered their bases thoroughly with so many supplements and so on that I never got much out of the Role Aids products line.
Whenever I introduced an element presented in one of the Role Aids supplements, it was pointed-out to me how D&D already had (usually optional) rules for the matter, in one supplement or another - usually one none of us had. Of course, I could go ahead and use the Role Aids information and not worry with it - and I did, sometimes - but knowing that someone in our troupe would eventually acquire the "official" rules, and would then want to change his/her character to bring it in line with the "official" rules, I figured there was little point.
So, for nearly four years now - since I first got the books - I have been trying to work them into some system. As mentioned, they were literally made for AD&D, so I don't know why I never thought about using GURPS to present them, but it wasn't until I was pulling books from the shelves last night that it struck me: "GURPS uses 3-18 scale; these would fit beautifully under GURPS!"
The Role Aids supplement line was developed under a d20 scale, which GURPS uses, so there is no need for adaptation or conversion. Further, I have GURPS Magic and Psionics (the rest of my worldbooks are for modern settings), which means I have the most important aspects of the fantasy genre covered. The Role Aids supplements provide all the rest, along with a few other "generic" supplements I picked up over the years and never managed to work into AD&D without them suddenly releasing the "official" guidelines for whatever I was doing.
Let me give you the Rundown on the Role Aids line and why I'm so eager to use it:
- Elves
- Dwarves
- Fantastic Treasures I & II
- Monsters of Myth and Legend I-III
- Dragons - Including the Dragonlord class/profession
- Giants
- Undead - Including the Undead plane, Verdaise
- Lizardmen
- Dark Folk - Orcs, Goblins, Kobolds, Gnolls, Trolls, etc.
- Witches
- Wizards
- Dwarves
- Portal to Adventure - Campaign guide and supplement
- Shadows of Evil - Celtic culture, Druidic background
I have another supplement entitled Maps, which is exactly that. Further, most of these books contain towns/cities/settlements of the races in question and so on, meaning all I really need to do is record the instances of references and come back through to map it out; Role Aids provides the intrepid GM everything he needs, save the engine itself.
I will also be using a handful of other third-party supplements to create an entirely fresh, completely unique fantasy setting and game. Depending on how it works out, I may publish some of it, but this is a really secular thing - after all, few people have the same books as I - and may not be useful to anyone else. Still, if it's all fun and games, I see no reason not to share it.
Anyway, that's what I'm doing today and tomorrow.
© C Harris Lynn, 2009
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