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Grading the Rolemaster/Spacemaster System
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<blockquote data-quote="SableWyvern" data-source="post: 9259222" data-attributes="member: 1008"><p>After a bit of Fighting Fantasy, some rather poor games I cobbled together myself with no real clue what I was doing, and tiny bit of red-box BECMI D&D, MERP was the first game I started to run for real. I eventually moved on to RM2 and then RMSS. Between the three, they were my go to game for the first 12-or-so years of gaming.</p><p></p><p>Eventually, I got around to writing up my own version, which I expected to be a fairly even mix of RM2 and RMSS, but ended up being mostly a streamlined RMSS. I think the only thing I really took from RM2 was the potential generation method.</p><p></p><p>Overall, I feel RMSS is pretty solid, but there are too many skills and categories. Once you condense things down (a single Artistic category, one Combat Manoeuvres category that includes Combat Manoevures, Martials Arts Combat Manoeuvres and Special Attacks, etc it runs a lot simpler.</p><p></p><p>That said, I can still see the appeal of the much simpler RM2 skill system.</p><p></p><p>I never used Exhaustion, unless characters wanted to use the top movement paces.</p><p></p><p>I didn't use ESF (in RM2) or the full range of Static Spell casting modifiers in RMSS, until my recentish, rebuilt RM campaign, where everyone had excel character sheets, and the mods could be easily calculated with a few radio buttons. The game is better with those options, but they're massively unwieldy to track on pen and paper.</p><p></p><p>Overall, I still feel it's an extremely solid game, and my players took to it very well, and had a lot of fun over an 18 - 24 month campaign, starting at 4th and finishing somewhere around 12th or 14th level.</p></blockquote><p></p>
[QUOTE="SableWyvern, post: 9259222, member: 1008"] After a bit of Fighting Fantasy, some rather poor games I cobbled together myself with no real clue what I was doing, and tiny bit of red-box BECMI D&D, MERP was the first game I started to run for real. I eventually moved on to RM2 and then RMSS. Between the three, they were my go to game for the first 12-or-so years of gaming. Eventually, I got around to writing up my own version, which I expected to be a fairly even mix of RM2 and RMSS, but ended up being mostly a streamlined RMSS. I think the only thing I really took from RM2 was the potential generation method. Overall, I feel RMSS is pretty solid, but there are too many skills and categories. Once you condense things down (a single Artistic category, one Combat Manoeuvres category that includes Combat Manoevures, Martials Arts Combat Manoeuvres and Special Attacks, etc it runs a lot simpler. That said, I can still see the appeal of the much simpler RM2 skill system. I never used Exhaustion, unless characters wanted to use the top movement paces. I didn't use ESF (in RM2) or the full range of Static Spell casting modifiers in RMSS, until my recentish, rebuilt RM campaign, where everyone had excel character sheets, and the mods could be easily calculated with a few radio buttons. The game is better with those options, but they're massively unwieldy to track on pen and paper. Overall, I still feel it's an extremely solid game, and my players took to it very well, and had a lot of fun over an 18 - 24 month campaign, starting at 4th and finishing somewhere around 12th or 14th level. [/QUOTE]
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