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Grading the Rolemaster/Spacemaster System
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<blockquote data-quote="Kannik" data-source="post: 9261867" data-attributes="member: 984"><p>If there's one thing going for it, the high 'random' lethality factor of RM/SM kinda works in a cyberpunk genre game. Not that I played the rules however, so perhaps it didn't gel or was undertested as you note. I'd bought it to use as additional source material for the cyberpunk campaigns we were already playing, and as with SM the industrial design within was killer. </p><p></p><p>Quite intriguing was Chicago Archology. A tome that's got a higher page count than the base game, all for a single location. It's like TSR's City System for Waterdeep, only for a future Chicago megastructure. Not sure it, also like city system, was much of an economically good choice, but I think it shows they had some commitment to the line. </p><p></p><p>My fav, as noted upthread, is Death Valley free prison. An interesting and quite cyberpunkesque idea, allowing for sandbox style Mad Max-ian brutal play.</p></blockquote><p></p>
[QUOTE="Kannik, post: 9261867, member: 984"] If there's one thing going for it, the high 'random' lethality factor of RM/SM kinda works in a cyberpunk genre game. Not that I played the rules however, so perhaps it didn't gel or was undertested as you note. I'd bought it to use as additional source material for the cyberpunk campaigns we were already playing, and as with SM the industrial design within was killer. Quite intriguing was Chicago Archology. A tome that's got a higher page count than the base game, all for a single location. It's like TSR's City System for Waterdeep, only for a future Chicago megastructure. Not sure it, also like city system, was much of an economically good choice, but I think it shows they had some commitment to the line. My fav, as noted upthread, is Death Valley free prison. An interesting and quite cyberpunkesque idea, allowing for sandbox style Mad Max-ian brutal play. [/QUOTE]
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Grading the Rolemaster/Spacemaster System
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