jj@rabbit.UUCP (10/19/83)
I just got done reading through the whole set of Rolemaster FRP system books. I noticed several significant facts: 1) I could read through the whole set of books in four hours, without extensive back referencing, etc. In addition, I didn't wind up with linguistic madness at the end. The way that the books are written is clear, easily read, and easy to understand. <Compare that with your favorite system's DMG.> 2) The system seems to be quite a bit more flexible as far as character progression, etc, is concerned. The idea that a skill costs effort (on a point system) and that with enough effort a lowly fighter can cast some spells, is attractive. 3) The magic system is much more reasonable, as it groups spells of similar effects, and presumes that such spells are extensions of each other, thus knowing one means that you will (eventually) know all. <Given some limits on studying, etc.> 4) The melee system allows active parrying, hand-hand combat, grappling, etc, much more gracefully than AD&D. In fact, allof the combat results fit nicely together, with few (I didn't find any yet) exceptions, or seemingly arbitrary rules. 5) Each character is different. Unless the players make an effort to develope two characters exactly the same way, the characters will be quite different, even if they have the same level and class. 6) The hit point development system is much more reasonable, in that no one can become invulnerable due merely to hit points. (Armor and abilities can help, but there's always some chance of a hit. It's also true that many characters can start with 3-5 hit dice, which means that first level characters can stick around for a while. We'll be trying it tomorrow night, we may post some comments afterwards. <There must be someone else out there who uses this system? Hello??? Hello??? Are you there?> -- O o From the pyrolagnic keyboard of ~ rabbit!jj -v-v- \^_^/ (pyrolagnic- from pyro<=>fire and lagnic<=>eating.)
steven@qubix.UUCP (Steven Maurer) (10/20/83)
rabitt:jj, I hate to break it to you, but all the compliments you made about Rolemaster, are concepts that were introduced in Runequest. I have noticed that alot of 4th generation RPG systems have been "lifting" concepts out of Runequest..... perhaps that is why not that many people are playing them. Steven Maurer
jj@rabbit.UUCP (10/21/83)
Well, Steven, since you choose to make it personal, I like systems that are sanely arranged, reasonably thought out, and still interesting, reagardless of where they come from. Certainly Rolemaster* has concepts similar to other games. <Of course, I can't think of any famous lawsuits involving that sort of thing, can you? :-( > Frankly, I don't care where the ideas were introduced. (Chivalry and Sorcery*, even. Now THERE's a system. Or at least an encyclopedia, I'd hate to actually try to use it, once was enough.) I care when they are put together well enough to use without detracting from play. I don't really understand your article at all, you seem bent on ridicule. You don't seem to want to educate people, explain your position, or try to convince them, so do us all a favor and keep the egg on your own face. This article, as well as yours, should be in net.flame, but nobody there would understand it. Let's end the argument. If you want to recommend a system, then review it, describe it, and tell us why you like it. Don't tell us that you like to put people down. <That's evident from your article.> In disgust -- O o From the pyrolagnic keyboard of ~ rabbit!jj -v-v- \^_^/ (pyrolagnic- from pyro<=>fire and lagnic<=>eating.)
hammy@mit-eddie.UUCP (J. Scott Hamilton) (10/24/83)
ter is now thirteenth level (after just recently killing a module dragon and a fell beast). Most of the characters in the campaigns hover around fifth level. Of the three campaigns, we have only had one death, a first level bard. I would say in general that the game is both appealing and challenging, and that the complexity is well worth the detail and the breadth that the gaming affords. As to some of the more esoteric subjects, I am willing to discuss some of the finer points of the game, if there are aficionados who would be interested. Right now I am rolling up significant NPCs for a Northern Mirkwood campaign for the time when I leave the group, and I have been experimenting with the following: o Cost effectiveness of one character class over another for particular skills. o What range of initial stats are best suited for what character class. o Offense vs. defense; where to allocate to fight effectively. o Avoiding criticals; how to stay alive on the battlefield. o Cost effectiveness of spell adders. Let me also add that, based on my experience in several gaming systems, I would suggest that people who play in Iron Crown should already have a experience in other varied role playing games (especially Champions). The game does not require good character development, but most of the subtlety of the game is lost without it. One fighter could start looking like another, if one doesn't already have a clear idea of what kind of personality he wants to run. And for you hack and slash fans, there is plenty of bloody episodes for those who are looking for a fight. One word of warning though, "He who lives by the critical, DIES by the critical". We have one vain female character who has so far spent about every copper she has in hiring healers to erase her battle scars. Please, I welcome anyones inquiries about the game. Sometimes I am slow in anwering mail, but I will try to get to it in all due haste. J. Scott Hamilton !genrad!mit-eddie!hammy -- J. Scott Hamilton !genrad!mit-eddie!hammy
steven@qubix.UUCP (Steven Maurer) (10/24/83)
Rabitt:jj, Excuuuuuuuuuussssseeeee Me!! I didn't know you had such a thin skin. If you really take "I hate to break it to you.. ", as an insult, I wouldn't want say anything so ego damaging as "You're wrong". Next time I'll try to leave you in blissful ignorance about the correctness of your flames. In regards to your query about lawsuits, yes there have been a few. Although a particular rolling system cannot be patented, (or at least I believe none have tried), there are Copyrights to particular writeups of spells, monsters, and game systems. Dave Arneson (sp?), sued Gary Gygax for over 5 million dollars, but they settled out of court for a mere 1/2 M; it seems that Dave Arneson actually WROTE D&D, and good ol' Gary ripped him off. Steven Maurer