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Grading the Rolemaster/Spacemaster System
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<blockquote data-quote="Kannik" data-source="post: 9259189" data-attributes="member: 984"><p>For myself, I have not played Rolemaster, though I almost ran some Spacemaster (as a Robotech campaign) back in the early 90’s. Or I might have run one session before something interrupted the campaign, but if I did I don’t remember enough about it so I voted that I have not played it. </p><p></p><p>Which is unfortunate. Spacemaster, especially coupled with Star Strike and Armored Assault, did intrigue me plenty, and I owned Cyberspace as well. The rules seemed crunchy the way I liked it back then, and the artwork and vehicle/etc design were very much to my tastes. It’s also the game that introduced me to cross-grain movement on a hex board, many ways of looking at firing arcs and deflection arcs, new ways of granularizing terrain types, and the way that weapon/armour/hits/criticals intersected each other was also interesting. SS/AA covered a lot of different types of vehicles and tech, which made it “easy” to convert over the various mecha and vehicles from the wide array over the Robotech series (along with some Rifts stuff I stuffed in as part of the campaign idea). </p><p></p><p>And I do so much still want to run a Death Valley Free Prison campaign sometime... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Kannik, post: 9259189, member: 984"] For myself, I have not played Rolemaster, though I almost ran some Spacemaster (as a Robotech campaign) back in the early 90’s. Or I might have run one session before something interrupted the campaign, but if I did I don’t remember enough about it so I voted that I have not played it. Which is unfortunate. Spacemaster, especially coupled with Star Strike and Armored Assault, did intrigue me plenty, and I owned Cyberspace as well. The rules seemed crunchy the way I liked it back then, and the artwork and vehicle/etc design were very much to my tastes. It’s also the game that introduced me to cross-grain movement on a hex board, many ways of looking at firing arcs and deflection arcs, new ways of granularizing terrain types, and the way that weapon/armour/hits/criticals intersected each other was also interesting. SS/AA covered a lot of different types of vehicles and tech, which made it “easy” to convert over the various mecha and vehicles from the wide array over the Robotech series (along with some Rifts stuff I stuffed in as part of the campaign idea). And I do so much still want to run a Death Valley Free Prison campaign sometime... :D [/QUOTE]
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