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What does it take for an RPG to die?
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<blockquote data-quote="SableWyvern" data-source="post: 9661718" data-attributes="member: 1008"><p>Rolemaster Classic is a fairly safe starting point -- it's basically RM2 cleaned up a little. At it's core it's a well balanced, relatively simple and very usable system. Start adding stuff from the companions and it's all over the place though.</p><p></p><p>I'm a fan of RMSS/RMFRP, but I've done significant work cleaning up and streamlining the skill system for my own purposes. I'd say the biggest strength of this edition is that the expansion material is of a much more consistent quality. The elemental system from Fire and Ice is a really bold, well-thought out metaphysical system for six elements instead of the traditional four. While I'm a fan of the skill category system, I feel it's too big and complex as originally presented (hence my changes). I use extremely complex spreadsheet character sheets to simplify all the complex back-end maths for my players. In play it's just d100 + mods, like every edition.</p><p></p><p>If you want something really accessible, Against the Darkmaster, though more MERP-focused, might be worth a look.</p><p></p><p>I wasn't overly impressed with what I saw of the new RMU, although it quite some time since I last checked. I felt they were adding complexity where it wasn't needed and removing detail where I wanted it kept. That's just personal preference though. The RMU art has pretty much been universally panned; that may or may not matter to you.</p></blockquote><p></p>
[QUOTE="SableWyvern, post: 9661718, member: 1008"] Rolemaster Classic is a fairly safe starting point -- it's basically RM2 cleaned up a little. At it's core it's a well balanced, relatively simple and very usable system. Start adding stuff from the companions and it's all over the place though. I'm a fan of RMSS/RMFRP, but I've done significant work cleaning up and streamlining the skill system for my own purposes. I'd say the biggest strength of this edition is that the expansion material is of a much more consistent quality. The elemental system from Fire and Ice is a really bold, well-thought out metaphysical system for six elements instead of the traditional four. While I'm a fan of the skill category system, I feel it's too big and complex as originally presented (hence my changes). I use extremely complex spreadsheet character sheets to simplify all the complex back-end maths for my players. In play it's just d100 + mods, like every edition. If you want something really accessible, Against the Darkmaster, though more MERP-focused, might be worth a look. I wasn't overly impressed with what I saw of the new RMU, although it quite some time since I last checked. I felt they were adding complexity where it wasn't needed and removing detail where I wanted it kept. That's just personal preference though. The RMU art has pretty much been universally panned; that may or may not matter to you. [/QUOTE]
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