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Rolemaster - what's worth getting?

Started by Warthur, June 01, 2007, 11:31:03 AM

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Warthur

Hello folks,

I've never been especially interested in Rolemaster, but I saw a copy of the 2nd edition box set (the one with the blue border and the wolf bursting through the door) going cheap so I snatched it up, and I'm actually getting into it.

So, which supplements are good for it? Preferably pre-Standard System stuff, since I understand that the Standard System is where the rules got really bloated.

(I also own Gamemaster Law, Nightmares of Mine and ...And A 10-Foot Pole, which I bought previously because I heard they were useful for non-Rolemaster games.)
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One Horse Town

I went on a 2nd edition buying frenzy when i first got the game years and years ago. The companions add a hell of a lot of new rules and different ways to implement existing ones. I pretty much ignored the rules in the companions. I got them for the new professions and spell lists. It might not be your bag, but i think my favourite is actually the Alchemy Companion. Bloody great if you're into alchemists. It gives you lots of variant alchemists, from Golem builders to pharmacy makers to fortress protectors and loads more.

James McMurray

The first and second companions are really good. The second is a vast improvement on the skills system. After that the companions become kinda hit or miss. IIRC you can get the pdfs pretty cheap, so they may still be worth a buy, but I wouldn't pay shelf price for them.

Creatures and Treasures is practically a must. Creatures and Treasures 2 is also good.

Treasures of Middle Earth is filled to the brim with cool magical goodies.

The setting books / adventures are really good. Alsthough they're called adventures they're really just layouts of an area of the world, whose doing what there, and a few short adventure outlines to kick you off.

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ICE is currently releasing edited and updated versions of the 2nd edition materials.  You might check out their website to see what is currently available.
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Akrasia

Quote from: Tom BICE is currently releasing edited and updated versions of the 2nd edition materials.  You might check out their website to see what is currently available.

The updated version of 2e is called Rolemaster Classic (RMC).  So far, it is excellent (it presents the rules in a very clear manner).  Substantively, it is essentially 2e, with a few needed fixes.  

One good thing about RMC is that it clearly identifies the optional rules, and adds some new ones.  Some of them can really improve the game.

IMO, RMC is crunchy enough to run as is, without any of the supplementary bloat found in the old 'Companions'.
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David Johansen

Quote from: RPGPunditIMO, not a thing.

RPGPundit

then you never read their Black Ops and Pulp Adventures books, two best books ever writen in the gaming industry on those particular topics.

Anyhow, I love RMSS and RM2 and RMC are okay I suppose if you can't handle the real deal.  RMSS is a much better put together game, even if character generation is a bit much at first.  Later you'll learn to love the flexibility and fine control it gives you but not so much the first time you try it.

So I'd Get RMSS, Spell Law, Arms Law, and Creatures and Treasures.  Then I'd get Space Master Privateers, Future Law, and all three Tech Law books.  Blaster Law is a good addition as well.  Generally I'd steer clear of the companions because you really need to know the system before messing with that stuff.
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James McMurray

Quote from: AkrasiaThe updated version of 2e is called Rolemaster Classic (RMC).  So far, it is excellent (it presents the rules in a very clear manner).  Substantively, it is essentially 2e, with a few needed fixes.

Is there one of those handy fan-compiled list of differences between the two somewhere? I've been holding off on getting RMC because I've already got everything I need (and most of what I want) for RM2, but a chance to see the improvements might change that.

peteramthor

Quote from: RPGPunditIMO, not a thing.

RPGPundit

So why did you even post?  

Anyways I would back up suggestions for Creatures and Treasures.  The first couple of companions are pretty good as well.  You may want to look at the various setting books that fall into the game genre you want to run.

I would try and track down the GM screen also.  It was really valuable when I ran the game, having a small book off all the weapon and crit charts in one place and everything else on the screen.  Really handy.
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Zachary The First

Whether or not you're a RM fan, you seriously need to check out ...And A 10-Foot Pole, likely the best item/treasure/price book ever written.  I love when my players ask me to find a price for something in there, disbelieving they'd have it, and I find it.  Plus, it covers prices and availability for different periods, including the Stone Age, Middle Ages, Age of Reason, etc.  I use it, along with Palladium's Weapons & Armor, in any fantasy campaign I'm in.
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Akrasia

Quote from: James McMurrayThe first and second companions are really good. The second is a vast improvement on the skills system...

I used to share this opinion re. the second companion skill system (during the 1980s).  But it really does change the nature of the game, and, honestly, if you want such a system, you may as well go all the way to RMSS.

IMO, it's best to stick with the core basic skill system (+ optional secondary skill system).  But that's simply because I can't be bothered with overly crunchy systems these days (and yes, I do find RMC to be not especially crunchy if restricted to the 'core').

:cool:
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jrients

For bog standard fantasy (i.e. D&D but with crits and 75th level spells) I find the core books plus one or two items swiped from the first 2 companions to be quite sufficient.  And Creatures & Treasures 1, of course.  C&T 2 is not necessary but it is totally awesome.  It's kinda the Fiend Folio of Rolemaster.

I'm very fond of Monte Cook's Dark Space setting book, a Cthulhuesqe science fantasy setting, but I'd probably want both Spacemaster and Rolemaster to make that work.
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James McMurray

Quote from: AkrasiaI used to share this opinion re. the second companion skill system (during the 1980s).  But it really does change the nature of the game, and, honestly, if you want such a system, you may as well go all the way to RMSS.

I thought RMSS went too far. the companion seemed to me to be an elegant system with plenty of crunch but not too much. RMSS went over the top.

Nice avatar by the way. I can start thinking of you as male again. :) No matter what I may know someone's gender to be, if there's a picture of a guy or a girl in their avatar that's what I think of.

Jason Coplen

Quote from: James McMurrayNice avatar by the way. I can start thinking of you as male again. :) No matter what I may know someone's gender to be, if there's a picture of a guy or a girl in their avatar that's what I think of.

I spent months thinking Akrasia was a girl due to his avatar. :haw:
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Akrasia

Quote from: Jason CoplenI spent months thinking Akrasia was a girl due to his avatar. :haw:

So you guys think jrients is a robot?  ;)
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