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1980. The RPG industry was six years old and still growing.
The second wave of fantasy roleplaying games was booming,
led by AD&D. Another member of that class, RuneQuest, had
opened up the industry to new ideas about skills divorced
from character classes. Traveller, Villains & Vigilantes, and
Gamma World were popularizing new roleplaying genres,
while Dallas first suggested the idea of licensed products.
The first new product line was the Space Master RPG,
designed by Amthor and Kevin Barrett, which enjoyed first
(1985) and second (1988) editions in the eighties. By the
second edition, with its extensive world building and starship
construction systems, it was obvious that Space Master was
trying to go straight up against Megatraveller (1987), the
recent rerelease of GDW's classic SF game.
The second new product line was the Cyberspace RPG (1989),
which used an iteration of the Space Master system, but set it
in a new, future cyberpunk era. As with many of their
releases, ICE was following the trends. R. Talsorian's
Cyberpunk (1988) had just kicked off the genre, and FASA's
Shadowrun (1989) was released that same year as
Cyberspace. There was a joke running around the ICE office
in 1989, following the release of Cyperspace, that said "if ICE
does a game in a genre, you know that genre is dead now".
Before Rob Bell the Hero System had been disjoint, with
similar, but not identical systems being used on many games
(much as was the case with Chaosium's BRP system). But by
now GURPS (1986) was gaining steam, and the benefits of a
truly universal system were becoming more obvious. So, Rob
Bell unified the Hero System. With the release of Champions
Fourth Edition (1989), Hero System Rulesbook (1990), and
Fantasy Hero (1990), there was a second generic and
universal system on the market.
The sixth new product line of the late 1980s was ICE's
"Campaign Classics" line, which detailed various historic and
mythic backgrounds in excellent one-off sourcebooks that
were dual-statted for both Rolemaster and Fantasy Hero.
There were five in all: Robin Hood (1987), Mythic Greece
(1988), Vikings (1989), Pirates (1989), and Mythic Egypt
(1990).
Bruce Harlick, the new line editor for Hero, offered one of the
few public statements on ICE's troubles, in a response to the
Internet in 1993. He said:
However, not all of ICE's growth came from within. The late
1980s and early 1990s were really a bumper time for fan-
created magazines being published in support of RPG lines,
thanks primarily to the advent of desktop publishing
technology. Among the many fanzines started in this time
were: Redcap (Ars Magica, 1992), Tales of the Reaching Moon
(RuneQuest, 1989), and The Traveller Chronicle (Traveller,
1993). Often these fanzines were able to support RPG lines
through hard times, keeping interest in them up when
production was down.
The MERP fanzine, Other Hands had much better luck. Chris
Seeman's 'zine began publication in 1993, and was thus in on
the ground floor of the new second edition MERP line.
Working with Jessica Ney-Grimm, Chris Seeman would act as
a nexus of content throughout MERP second edition and
Chris Seeman would later become an Assistant Line Editor
for ICE. Even after MERP's demise, Other Hands would
continue on for several more years. Other Hands also had the
privilege of publishing ICE's first announcement of their new
edition of MERP.
For the most part, the objections to RMSS from RM2 players
was more to do with not feeling that Rolemaster needed an
overhaul and a feeling of sadness that RM2 was no longer
going to be supported rather than any major complaints
about the new version itself
If you have all the books listed above, then you have all the
core material needed to play a full Rolemaster game. There
are other excellent supplements as well, but most of them
build upon the material presented in the books I've listed.
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1 Respostas
De acordo com minha memória e RPG Geek , resume-se ao
layout, formatação visual e algumas opções.
The logo looks like this, and the box cover is a picture of a
wizard clutching his shoulder, while his companions peer
down a chasm. I've seen the same picture on lots of other
Rolemaster stuff in the past.
#2
#2
Lautrec
#3
#3
Belor said:
*checks*
Thanks.
-L
Rasyr
Novus Rex!
Validated User
#4
#4
Lautrec said:
The logo looks like this, and the box cover is a picture of
a wizard clutching his shoulder, while his companions
peer down a chasm. I've seen the same picture on lots of
other Rolemaster stuff in the past.
Marius B
Euro-Trash
Validated User
#5
#5
I love the low-level spells on the Evil Cleric base list in Spell
Law. There's a spell called Chill that gives the victim a mild
cold (if he fails his Resistance Roll). There's something
comically pathetic about the low-level evil spells.
R
Ron
Registered User
Validated User
#6
#6
Lautrec
#7
#7
*checks pictures of box covers*
-L
Rasyr
Novus Rex!
Validated User
#8
#8
Lautrec said:
Or, you could always check out ICE's new game, HARP. It is
very reminiscent of RM2, and it has a supplement coming out
this week called Martial Law, which introduces new critical
tables that are keyed to hit locations (i.e. there is a column
for torso, one for arms/hands, one for legs/feet, one for
head/neck, etc..) Just go to
http://www.harphq.com/SneakPeek/3001_main.htm for a
sneak peek of one of the critical tables (the page 64 one is the
crit table).
Stoerm
Retired User
Apr 12, 2004
#9
#9
Once you get used to the system, nearly all other systems
seem watered down in comparison. It's a very rewarding game
to play. If money is no object, you might check out HARP as
well. it's $25 and it's a self-contained RPG. There are other
supplements being released, but you don't need them to
playHARP is also made in such a way that it's a no-mod task
to swap in parts of RM where you want increased realism or
detail. At the moment, I run a game that is probably about 40%
HARP, 40% RM, and 20% ME. It's an eclectic mix that suits
my tastes perfectly.
Abulia
Kushiel's Scion
Validated User
#10
#10
Rolemaster Fantasy
Rolemaster Classic Roleplaying
System Item (RMC) (RMFRP)
Cultures in RMFRP
are fuller and provide
more detail in
creating characters by
describing things like
Clothing &
Decoration, Fears &
Culture has no effect
Inabilities, Lifestyle,
except to determine
Hobbies, Religion,
what languages might
Marriage Patterns,
be available. A Game
and much, much
Master (GM) is also
more.
advised that Cultures
can be used to
The RMFRP Character
restrict what skills
Law also expands the
and/or equipment are
concept of Cultures
available to a starting
so that Common and
Cultures character.
Mixed Men are able to
select what Culture
they are from by
providing more
generic cultures for
those 2 races.
In RMFRP, Training
Packages (TPs) are
special packages that
when purchased,
grant the character a
number of ranks
spread across several
skills, as well as the
chance to gain some
special items.
You are only able to get RM2 from secondary market. RMSS
is available in limited quantities from ICE. RMFRP is the
current version. RMSS is actually rolemaster standard rules
and although there is fantasy game in the book it is genric
RPG. There are genre books for RMSS ( black ops, pulp,
firearm rules). RMFRP is Slightly simpier (some actions and
combat round)