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<blockquote data-quote="pawsplay" data-source="post: 4403839" data-attributes="member: 15538"><p>Something like GURPS or Savage Worlds can be equally "realistic" if you adjust the dial. Runequest is fairly "realistic." RM is <em>gritty</em>, in the same way Warhammer is gritty. Dying, maiming, descriptions of spurting blood, embarrassing self-injury, woeful spell failures.</p><p></p><p>I have run and enjoyed Rolemaster (and MERP), but I'll be honest, it's a game that sends players screaming for the hills. Character creation takes at least 45 minutes, even for someone experienced. Character advancement is <em>relaistic</em>, i.e. you can't pick up a smidgin of a foreign language here, a new spell list there, skill with the greatsword in your spare time, etc. Classes are basically aptitude + years of education. Someone like the Grey Mouser doesn't "multiclass," you pick a class up front that specializes in fighterly skill with a handful of light weapons, good access to thief skills, and a slight discount on open Essence lists. Trying to shift course later can be painful, even fatal.</p><p></p><p>Another thing it has going against it is sourcebook spread; if you turn all the dials on, you end with a very different game than running core. And it has more classes than could sensibly fit in one campaign, unless you run a multiversal game.</p><p></p><p>Still, it's a very well developed game with years of playtesting behind it. It has a nice blend of visceral action, fiddling with skill percentages, and flexible campaign assumptions, which is why I was attracted in the first place.</p><p></p><p>For that kind of gaming, I would definitely use GURPS these days, maybe with Warhammer FRP, Runequest, or Fantasy Hero as backup choices.</p></blockquote><p></p>
[QUOTE="pawsplay, post: 4403839, member: 15538"] Something like GURPS or Savage Worlds can be equally "realistic" if you adjust the dial. Runequest is fairly "realistic." RM is [i]gritty[/i], in the same way Warhammer is gritty. Dying, maiming, descriptions of spurting blood, embarrassing self-injury, woeful spell failures. I have run and enjoyed Rolemaster (and MERP), but I'll be honest, it's a game that sends players screaming for the hills. Character creation takes at least 45 minutes, even for someone experienced. Character advancement is [i]relaistic[/i], i.e. you can't pick up a smidgin of a foreign language here, a new spell list there, skill with the greatsword in your spare time, etc. Classes are basically aptitude + years of education. Someone like the Grey Mouser doesn't "multiclass," you pick a class up front that specializes in fighterly skill with a handful of light weapons, good access to thief skills, and a slight discount on open Essence lists. Trying to shift course later can be painful, even fatal. Another thing it has going against it is sourcebook spread; if you turn all the dials on, you end with a very different game than running core. And it has more classes than could sensibly fit in one campaign, unless you run a multiversal game. Still, it's a very well developed game with years of playtesting behind it. It has a nice blend of visceral action, fiddling with skill percentages, and flexible campaign assumptions, which is why I was attracted in the first place. For that kind of gaming, I would definitely use GURPS these days, maybe with Warhammer FRP, Runequest, or Fantasy Hero as backup choices. [/QUOTE]
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