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RMSS: Standard Rules | ||
Author: Coleman Charlton, John Curtis, Pete Fenlon, Steve Martin
Category: game Company/Publisher: ICE Line: RMSS Cost: $30.00 Page count: 351 ISBN: 1-55806-233-5 Capsule Review by Robert E. Allen III on 06/27/99. Genre tags: Fantasy |
Rolemaster, and the Rolemaster Standard System (RMSS), is serious business. Serious roleplaying. This is no petty dungeon crawling here. This is everything from Static Maneuver Tables to Fauna Lore to over eight specialized combat maneuvers.
And that's just scratching the surface. This book, the Standard Rules, is only one book of four needed to run a RMSS game. (The other three are: Spell Law, Arms Law, and Gamemaster Law) This book contains the bulk of the introductions to RMSS and rules that don't fit it for Spells and Combat (although a smattering of both are included) and those that don't pertain specifically to the needs of the GM. Rolemaster is all about rules. It's a game for experienced roleplayers - those who feel that Advanced Dungeons and Dragons is unrealistic (and for wimps!). Despite it's stated intent for roleplaying in a fantasy world, the rules are created in such a way as to make things as realistic as possible? Sound odd? Think of it like this: just because there are orcs, and dwarves and Trolls wandering around, it doesn't mean that things like gravity don't work. And, just because your friendly neighborhood mage can throw fireballs around doesn't mean that he can take being run through with a sword too well. Add in all of the classic fantasy trappings, and keep things real. Then there are the charts. The RMSS is filled with charts. Many of these are to describe the results from a roll or test. Roll poorly, and you might get: "Spectacular Failure. You've seriously injured yourself through muscle stress and severe fatigue. Take a Medium muscular injury in an appropriate muscle group (GM's discretion to location and penalty). Good luck, buddy." Roll well, and get: "Absolute success. Your incredible body control leaves you stamina to spare at the end of your endeavor. You're ready for the Decathlon." Did I mention that RMSS is the thing for completeists? There are 16 races and over 20 professions or classes in this book alone. Some are the type you know - fighters, mages, thieves, etc. Some are sort of outlandish, though - Dabblers and Magents for instance. You've got a lot of options for player characters. RMSS has another nice trait going for it - the three hole punch design. Not only can you protect your RMSS books by keeping them in a binder, but you can fix pages that are updated - just take them out of the binder, and drop the updated or fixed page right in. For a game, this is huge bonus - I've taken to ripping the binding off some of my more frequently played games and stuffing them in a binder anyway. With RMSS, that work is already done. The look of the Rolemaster Standard Rules is close to being the "classic" look of RPGs. Two columns, black and white, sprinkled with black and white drawings. Reminds me of the good ol' days of AD&D 1st edition. The rules are broken out in the outline format, and there is an extensive Table of Contents AND an Index. Bravo! Also in the back of the book are reprinted lots of charts for easy access, as well as character sheets to be photocopied. As if the index wasn't enough, this makes important charts extremely easy to find, for those times when you can't be flipping through the book looking to see whether or not you've smeared that Ogre. Overall, the RMSS is a good game for experience roleplayers who are looking for a little more out of their games. When they're tired of characters that can sling the princess under one arm, a platinum statue of the forgotten god Hackumackatu under the other arm, the sack of gold in one hand, and broadsword in the other while fighting off a horde of kobolds. (In Rolemaster, that would require some damn fancy rolling….)
Style: 4 (Classy and well done)
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