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I Am For The Darkmaster, Actually
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<blockquote data-quote="aramis erak" data-source="post: 9016006" data-attributes="member: 6779310"><p>RM is way too late doing so for me to consider. My player base all have dim views of RM, and on top of that, the pricing for the core for something I'm unlikely to get to table, even with my online group?</p><p>Not happening. Tho' I will note: Spacemaster 1e was the 3rd RPG I owned a copy of. I have a deep and abiding nostalgia for it. But it's not hitting the table anytime soon, if ever, and I just can't justify putting the mathpile in front of them. </p><p></p><p>At the end of the day, even considering the hours of fun reading and scheming, None of my RM books have paid off at even $1 per hour per person, which was the rate at the arcade for my favorite games... (most of my arcade time was more like $2-$3 per hour, but that handful I could play well, 10-15 minutes of play on a $0.20 token)</p><p></p><p>I might sneak in <em><u>Navigator</u></em>, which openly admits to riffing nostalgia for SM 1E... but they're more likely to enjoy <em><u>Alien</u></em>. It's definitely not a pure clone of SM, it's got changes aplenty. And I have no bloody clue how it wound up in my DTRPG inventory, but it did. Probably a bundle. It, like Against the Darkmaster, is a simplification while retaining some elements; almost heartbreakerish.</p><p>Navigator does mention Lines, Veils, and the X Card. It uses 4 armor types, not 20. It has an appendix with solo/gm-less play tools, and some of those are suitable for GM use, too (Clocks, Oracles, Fail Forward)</p><p></p><p>Which is the best reason for it; the ranks all matter in a d100 roll, but a faithful d20 adaptation will result in rounding issues at higher levels of skill.</p><p></p><p>RM/SM/MERP/Cyberspace/HARP all had reasons for that fidelity; RM & SM had options for smoothed modifiers.</p><p></p><p>Snipping the excellent details to ask the fundamental question:</p><p>Is the group enjoying it?</p></blockquote><p></p>
[QUOTE="aramis erak, post: 9016006, member: 6779310"] RM is way too late doing so for me to consider. My player base all have dim views of RM, and on top of that, the pricing for the core for something I'm unlikely to get to table, even with my online group? Not happening. Tho' I will note: Spacemaster 1e was the 3rd RPG I owned a copy of. I have a deep and abiding nostalgia for it. But it's not hitting the table anytime soon, if ever, and I just can't justify putting the mathpile in front of them. At the end of the day, even considering the hours of fun reading and scheming, None of my RM books have paid off at even $1 per hour per person, which was the rate at the arcade for my favorite games... (most of my arcade time was more like $2-$3 per hour, but that handful I could play well, 10-15 minutes of play on a $0.20 token) I might sneak in [I][U]Navigator[/U][/I], which openly admits to riffing nostalgia for SM 1E... but they're more likely to enjoy [I][U]Alien[/U][/I]. It's definitely not a pure clone of SM, it's got changes aplenty. And I have no bloody clue how it wound up in my DTRPG inventory, but it did. Probably a bundle. It, like Against the Darkmaster, is a simplification while retaining some elements; almost heartbreakerish. Navigator does mention Lines, Veils, and the X Card. It uses 4 armor types, not 20. It has an appendix with solo/gm-less play tools, and some of those are suitable for GM use, too (Clocks, Oracles, Fail Forward) Which is the best reason for it; the ranks all matter in a d100 roll, but a faithful d20 adaptation will result in rounding issues at higher levels of skill. RM/SM/MERP/Cyberspace/HARP all had reasons for that fidelity; RM & SM had options for smoothed modifiers. Snipping the excellent details to ask the fundamental question: Is the group enjoying it? [/QUOTE]
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