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RMSS: Gamemaster Law

Author: John W. Curtis III, Pete Fenlon, Jason O. Hawkins, Steve Marvin
Category: game
Company/Publisher: ICE
Line: RMSS
Cost: 20.00
Page count: 176 pages
ISBN: 1-55806-217-3
Capsule Review by Robert E. Allen III on 06/27/99.
Genre tags: Fantasy
Can't have much of an RPG without some directives for the Gamemaster. And, as many of you have guessed, is what Gamemaster Law is for Rolemaster: The Standard System.

This isn't, however, standard fare for GM's books. Gone are the long and drawn out random charts for generating treasure. Huge lists of roaming monsters for the typical party of player characters to beat up on. Nor is this a reprint of rules from the player's guide.

What is it is a treasure of tips and tricks for being a Gamemaster. From setting mood, creating a story, building a world - and much, much, MUCH more - is crammed in this book. For people who have never been able to keep a campaign exciting, this book is a godsend.

And, to boot, they manage to cram in a bunch of charts for things like game mechanics. But that's pretty much standard fare; the same thing that most companies put into their GM's books. Those types of books generally don't list things like inspirational reading, viewing, visual effects, mood through music, taking the rules versus the roleplaying, and evening running a RMSS tournament.

The layout of the book is normal for RMSS books - three ringed punched, excellently laid out, not cluttered with illustrations. Color is absent, except for the color, but it isn't really missed. The cleanness of it all is a huge plus. And, there is a fantastic Table of Contents…but no index.

Overall, Gamemaster Law impresses in all the right places - it's a GM guide and a lot more. Even though RMSS is definitely a system for advanced roleplayers, Gamemaster Law even has a lot to offer a new GM.

Style: 4 (Classy and well done)
Substance: 5 (Excellent!)

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