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<blockquote data-quote="Rel" data-source="post: 4959999" data-attributes="member: 99"><p>I used to do some writing for ICE (I co-wrote the RMSS book The Essence Companion and helped playtest and proofread Castles & Ruins) and it was my gaming group's system of choice for nearly a dozen years. I've played a LOT of Rolemaster over the years.</p><p></p><p>The game will always have a place in my heart but I've gotta say that my tastes have evolved away from the chart-heavy realism that Rolemaster has as a core design feature. Combat (for us) was always slow and frequently deadly (or else required fudging to keep it from being so deadly).</p><p></p><p>Over the years we noticed that our games became much more about diplomacy and political intrigue and less about combat. At the time we thought it was because we were becoming "more mature roleplayers". But ultimately I think it was because the combat part of the game had become cumbersome for us.</p><p></p><p>We adopted 3e D&D like a breath of fresh air and haven't looked back. But we did enjoy many a fun and memorable campaign with RM back in the day.</p><p></p><p>My advice for anybody running an RM game would be for the GM to let the players help them as much as possible. Make sure you make copies of the weapon tables so that you don't have to flip through that book. Make copies of all Spell Lists known by any of the players. If you know that you're going to need certain skills then make copies of those charts too and have them handy.</p><p></p><p>Good luck and have fun.</p></blockquote><p></p>
[QUOTE="Rel, post: 4959999, member: 99"] I used to do some writing for ICE (I co-wrote the RMSS book The Essence Companion and helped playtest and proofread Castles & Ruins) and it was my gaming group's system of choice for nearly a dozen years. I've played a LOT of Rolemaster over the years. The game will always have a place in my heart but I've gotta say that my tastes have evolved away from the chart-heavy realism that Rolemaster has as a core design feature. Combat (for us) was always slow and frequently deadly (or else required fudging to keep it from being so deadly). Over the years we noticed that our games became much more about diplomacy and political intrigue and less about combat. At the time we thought it was because we were becoming "more mature roleplayers". But ultimately I think it was because the combat part of the game had become cumbersome for us. We adopted 3e D&D like a breath of fresh air and haven't looked back. But we did enjoy many a fun and memorable campaign with RM back in the day. My advice for anybody running an RM game would be for the GM to let the players help them as much as possible. Make sure you make copies of the weapon tables so that you don't have to flip through that book. Make copies of all Spell Lists known by any of the players. If you know that you're going to need certain skills then make copies of those charts too and have them handy. Good luck and have fun. [/QUOTE]
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