Games of my youth... and Rolemaster Express

MerricB

Eternal Optimist
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Looking back at the early years of my role-playing and general gaming, there were a number of games that I wanted to play and never got a chance to. Amongst those games were such titles as Rolemaster, RuneQuest, Traveller, Call of Cthulhu, Car Wars and BattleTech.

At this stage of my life, I have found myself able to dabble in a few of these older systems - and more than dabble in some cases. My friends understand just how much I've been enjoying BattleTech, and I've been slowly putting together a pretty good collection of maps, miniatures and sourcebooks for the game - both print and pdf versions of the books. However, BattleTech is pretty much the exception - most of these games I won't really play that much.

The recent travelling of Nathaniel to Thailand (Canada) has given me the chance to run some Call of Cthulhu while he's away. Not because he wouldn't want to play it (I'm pretty sure he would), but because the D&D 4E campaigns I've been running have been on-hold as a result. I don't believe that I want to run Call of Cthulhu for a full year, but a few sessions here and there? Definitely. It's a nice break from the familiar surrounds of D&D.

(Josh has also taken advantage of Nathaniel's trip to run some D&D 4E Dark Sun and, based on his first session, he's going to do an awesome job).

After my horrible experiences with the Serenity RPG system (Cortex) during the early part of the year - the campaign was great, but the system was dreadful and mostly ignored - I'll be breaking out Mongoose Traveller as the main system when the game resumes. Exactly how well it will run is a mystery to me at this stage, but I understand and like the resolution system a lot better. So, we'll see how that goes.

As for Car Wars... hmm. The trouble Car Wars has is that it occupies the same space as BattleTech does in my game experiences, and that it isn't currently supported. (Catalyst Game Labs seem to be dragging themselves out of the hole they dug for themselves). Then too, it was very much a game of its time, and I don't think it ever really managed to progress much. I know Martin likes Car Wars greatly, and so I may get to play it again sometime, but it's a game where it helps if you have a core of people who know the rules and enjoy playing it. I've managed to gather (or create) such a group for BattleTech, but the effort spent doing that has been rather exhausting: well worth it, but I don't think I could expend it again for a lesser game, which is what Car Wars is to me at this point.

I actually own an edition of RuneQuest, that being the third edition in its Deluxe format. That edition has never worked for me. My introduction to RuneQuest came through a very short campaign run at school using the RuneQuest II edition (as opposed to the current RQ2 from Mongoose). I really enjoyed that game, and if I ever could get my hands on a RQII book, I might consider running it, but that seems quite unlikely at this stage... how rare is that old book? I don't know, but it can't be that common!

So, finally, Rolemaster. This is a game I've owned (in its first incarnation!) and never really played. A very, very little of its offspring, Middle-Earth Role Playing (MERP), but certainly no real game or campaign using the full system. Rolemaster is a system that attempted much, and in a highly idiosyncratic style. Character generation used a hybrid of a class system and a point system, allowing a lot of flexibility in design whilst retaining the framework of classes (which I find very useful for keeping characters identifiable and somewhat balanced).

It was the resolution system that really made Rolemaster stand out. Roll d%, add bonuses and subtract penalties, and look up the result on a table. Most hits would do concussion hits plus the dreaded CRITICALS... of which the descriptions were often very amusing.

A few years ago, ICE (at least the current incarnation of the company, which probably doesn't have that much to do with the original Iron Crown Enterprises), released a slimmed down version of the classic game entitled Rolemaster Express. (Hooray! At last we come to the title I gave this thread). I've picked up a PDF copy of this edition, and - yes - it's definitely a basic version of Rolemaster. Four races, four classes, and a very slimmed down combat system: the tables are by category of weapon (1H concussion, 1H edged, etc.) rather than by individual type (longsword, shortsword, mace). There are critical tables, and a small selection of spell tables - 15 Channelling and 15 Essence tables.

The great weakness of the system can be seen in those spell tables. If I were to play a 1st level mage in D&D - any edition - I would expect that I'd have at least one spell that I could cast to have a significant effect during combat. It might only be a solitary sleep spell in AD&D 1st edition, but it would decide the combat. In 4E, my spells might not be as powerful, but at least I can use them all the time. In Rolemaster Express, there is no first level attack spell for magicians. The mind boggles.

Instead, the first level magician can boil water, or - as possibly their most dramatic spell - shrink to half their weight and (possibly) height.

Truly, such design really says, "Play a magician!" Or it doesn't.

The particularly interesting thing about Rolemaster Express is how you can buy extremely cheap PDF supplements to the game that add in more and more of the full game's rules. Or you could just crack and buy the actual game books (though, admittedly, Express Additions do add new things not found in the regular rulebooks).

However, given that Rolemaster occupies the same piece of gaming real-estate that D&D does, it seems very unlikely that I'll be running a Rolemaster campaign in the near future.

Mind you, there's nothing stopping me from running a single session in the near future... or perhaps two or three. There's an example adventure in the Rolemaster Express PDF, so I may bring it out on some Friday evening soon... although I wouldn't be entirely surprised if no-one plays a magician.
 

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As somebody who used to write for ICE and has played a LOT of Rolemaster, it's nice to hear that they have condensed the game into something a little more friendly to new players. The weapon tables as categories rather than individual weapons was actually used in the original MERP IIRC. I think we used Arms Law with it anyway though since it was made to be compatible.

You are right about the fact that magic users of any stripe are going to be weak to start off and grow in power at higher levels. In some ways this very much follows the AD&D paradigm but in a more exaggerated fashion. It was among my least favorite aspects of the system and probably motivated me to co-write the Essence Companion to help give mages some more options.

Anyway, we had a ton of fun with RM for many years. But we found that even with lots of experience with the system our combats were slow but with the potential for death at every roll. As a result our campaigns moved further and further from the traditional "explore, kill and loot" model to games with lots of political intrigue. At the time we thought this was because we were becoming more mature. But really we were just trying to steer around what were becoming weaknesses in the system for us. 3e D&D came along and fixed most of the problems we had with D&D and overnight we dropped RM in favor of D&D. Nonetheless I have many fond memories of RM and my username here at ENWorld comes from a RM character.
 

I was captivated by the detail in Arms Law and Spell Law when they first came out, but short of attempting to integrate the mechanics into an otherwise AD&D game, I never played the system or bought anything else of it.

I was thinking about buying some Rolemaster stuff a few years back on ebay, and in trying to research the different editions, it seemed like the game had gone through more than its share of ups and downs, and edition wars. Maybe I'll need to check out Express, which wasn't available at the time.

Empire of the Petal Throne tops my own list of games I wanted to play in my early days and never got to.

Carl
 

Empire of the Petal Throne is something I didn't learn about at the time; it was only in the last decade that I really became aware of its existence. Looked back from this vantage point, it really doesn't interest me much... it's far more interesting to me as the starting point for some of Ray Feist's books.

Cheers!
 

There were so many games that were advertised in the back pages of Dragon back in the day that I wanted to acquire and play, based solely on the cool ads! :)

Fast forward to adulthood. HARP and Rolemaster were both games that I got the free PDF intros for off of drivethrurpg when they became available, to stoke this nostalgia kick of mine. Akin to the thread going right now about games you'd rather read than play, these were ones I found a tremendous amount of interest in devouring but feared trying to get a game up and running for a campaign. (I'm in my 30s - if I'm going to get my pals together to play, it can't be a one off where we spend 80% of the time figuring out the rules.) Ars Magica, Talislanta and others fit this bill, too.
 

At present, we're in an "experiment with systems" phase, so we should be able to get one session of Rolemaster Express in...

It's odd not running my regular D&D 4E campaigns. I'm running other stuff, while a couple of my players are running really enjoyable 4E games of their own that I'm playing in!

Cheers!
 

For me, that game was always RoboRally. Not an RPG, mind you... but it was a game I heard so much about, that I knew I had to play it.

This is the game that Richard Garfield (I think that's his name) made just before making MAgic: The Gathering, and it was the success of RoboRally that lead wotc to listen to Mr. Garfield pitch his idea.

However, it was out of print for years. Everytime I was in a game store, I'd look for it, hoping to find an old copy gathering dust on the shelves. No luck.

I finally got a copy a few months ago, at a game store I don't usually visit (no RPGs) - I guess the owner had bought out the stock of a store in Vancouver that went bankrupt, and the guy had a whole stack of the games.

Anyways, the point is.... try out RoboRally. It's a super infectious game, it's incredibly easy to learn, and games can be as short or as long as you like. It's a very swingy game, but it's a swinginess that a skilled player can at least attempt to mitigate. And - best part - it's a game that seems almost DESIGNED for house-ruling.
 



Risk

Merric,

I'm sure Rel could articulate this even better than I could, however, and I'm not an owner of RM Express, but many of the books from the past edition.

When I read your post I was reminded of similiar discussions I had with my players. I recall the spell system as fine, and one of the questions you should ask is why would someone cast a spell of the same level? This is a system that is RICH with risk. RM basically looks right back at you with a quizzical expresion if you say, "I swing my sword" or "I cast my 1st level spell". A magician, IIRC, can cast a spell of pretty much ANY level. It is merely a question of time spent, risk assumed, and the outcome of a roll. RM did many, many things well, and this rich, austere magic system was one of them.

I agree with Rel's comments that all these great austere and gritty game components are the same things that make the game so deadly, and make a campaign so difficult. If you want to run a campaign, or mini-campaign, it would help to have a component in the back-story up-front as to why your players will obviously get 2nd and 3rd chances (see LoTR movies...).

Good gaming!
 

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