Let me give a you a little background to this review. I
played Rolemaster way way back in the day. I didn't own the books, I wasn't the
GM, but I played it and had a great time. Since then played and GM'ed
Rolemaster's little brother "MERP" and really enjoyed doing so.
I saw the three Rolemaster books on eBay and snagged them,
thinking "this is a great system and going to be a great read".
So here I am to present you with a review of the first book
of three "Character law and Campaign law".
This book is split into three sections, RoleMaster,
Character Law, and Campaign Law.
The RoleMaster section is about 24 pages (including the
contents list). The text is split into two column layout and uses a tiny
font. This first section is also printed
on grey rather than white which can make bed-time reading difficult due to the
lack of contrast.
The introduction covers the "what is rolemaster"
and the "what is roleplaying" sections somewhat poorly. There are many words but no real clear
description and with no example play this wouldn't be a good introduction to a
total newbie.
The book makes a strange choice next. We go straight from
introduction into rules for healing and death. Stat loss, recovery rates, types
of injury, loss of soul are all covered. It's a poor way to start, The reader
has no idea what half of the terms mean at this point. Then come Disease
charts, Poison Charts, again referring to terminology yet to be explained.
The introduction of rules relating to subjects you don't
know about continues with Movement, Encumbrance, walking pace etc, with
constant forward references to sections you haven't reached. The problem with
these references, is that they are "forward" to things that have yet
to be explained and not “backward” as reminders. Without reading the other
sections first these rules are somewhat confusing.
Next up are equipment, coinage and magical item rules, again
the newbie reader will most likely be totally lost here. The rules are very
detailed and exacting.
Then come a series of charts. Charts are the strength of the
Rolemaster system, and as reference these are without comparison. Resale values charts, Purchasing prices,
Armour charts, Magical Item costs, Food, Lodging, Transport, Weapons, Herbs,
Intoxicants and Poisons. Lots of detail
in each chart and rules for each where applicable. Excellent reference
material.
At this point we get to the Character Law section of the
book. This starts out with definitions
of game terms such at experience, skill-ranks, action, defensive bonus etc etc
etc. Once again someone new to this system is going to have trouble reading through
this, there are so many new terms and each is defined outside any context. As
an example, defining defensive bonus before even entering the combat section of
the rules doesn’t help get it straight in your head.
Finally we get to Character gen. Sadly it’s as incomprehensible
at the preceding sections., perhaps worse. 2 pages detailing stats, the
differences between temporary and potential, development and non-development,
primary stats, stats bonus’ calculating hits based on stats...only at no point
in this section does it mention rolling dice to determine you statistics! The next couple of pages give you statistic
based tables for getting bonuses and penalties and utilising stats in contests.
Next we jump into Skills and Ranks. This section fortunately
is better composed. The skill rank and development system of Rolemaster is
complex, with skill groups, the player having to choose the advancement rates
for each before even allocating points to them. Yet I think they’ve managed
that pretty well.
The rules spend some pages on using these skills and
presents some tables (rolemasters strength). For instance the Maneuver and
Movement table is introduced here (one of my favourites) in relation to the
movement skills.
The basic skills are covered and explained before dropping
into magical skills, including descriptions of the various magical realms that
a character may choose from. Sadly in another round of confusing layout choice
we drop back into the descriptions of more mundane skills!
Next up are professions. Each is described along with the “magical
realm” each belongs to (although fighting professions belong to a non-magical
realm). Sadly the layout man has hiccuped again. Having described the
professions but not supplied related character gen rules, the book jumps into
Experience levels, advancing your character and spending xp.
Now come the various races and cultures that a character can
belong to each is descibed and limits and bonuses described. The next section
describes the softer bits of generating a character, the background,
personality, alignment etc.
Only now do we come to section 10, creating a character.
There are 13 steps to the process each of which refers back to the preceding
56 pages. I think the layout guys was trying to introduce you to the concepts before introducing the process. A
nobel ideal, yet a few paragraphs of introduction would have sufficed, followed
by bringing in the 13 point process and the associated rules in order would
have created a cohesive logical process. It is all back to front here.
The last 14 pages of character law are “optional rules”.
This is a list of disparate rules that can be “injected” into the system across
all aspects of play. Reading through this list I’m confused as to why they are
introduced as optional, they all seems to fit the system and should have been
presented in the appropriate place, not as a seperate section.
The final section, is Campaign law, once again printed on a
grey background.
I like this section a great deal. It’s designed for the GM
to help through through the production of a game-world and a campaign. It gives
you great list of things to consider when building your woulrd and campaign,
and by responding to each bullet point you’ll cover most of what you need as a
GM to make a complete world.
There are some charts here for such things as weather and
animal distribution which can help you fill in the environmental “culture” of
the world. There is much more but it is
all “offline” content, not to be used during play. Although there’s nothing
outstanding or amazing here, it is a good reference section. The section on
developing sentient “cultures” is very good.
The campaign advice is good too, and includes a few gems
such as advice to avoid rail-roading although back in 1987 it was called “contrivance”.
So in summary, what do I think of the book?
It’s an awful mess. Disorganised beyond comprehension. Hard
to read (small font, grey backgrounds). It would be a crime to give this to a
new player. The system too, is very old school and complicated beyond need.
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