RPGNow.com
Close
Close
Browse
 Publisher Info









Back
Other comments left for this publisher:
Rolemaster Classic: Creatures & Treasures
by Ted F. [Verified Purchaser] Date Added: 05/17/2013 12:34:48
I love rolemaster, and this is a great supplement to have.

Rating:
[5 of 5 Stars!]
Rolemaster Classic: Creatures & Treasures
Click to show product description

Add to RPGNow.com Order

Rolemaster Classic Spell Law
by Michael H. [Verified Purchaser] Date Added: 04/16/2013 05:26:45
In my mind, this is the book that makes Rolemaster so unique. Spells grouped to list (for example, flight and teleport) and then further into class and realm; this gives the feel of an organic way that spells might actually be learnt in a fantasy world.
The spells and skills around them allow for a GM to run a low or very high power game. Spells are designed to be used creatively, not just blow stuff up.

Rating:
[5 of 5 Stars!]
Rolemaster Classic Spell Law
Click to show product description

Add to RPGNow.com Order

Rolemaster Classic Arms Law
by Michael H. [Verified Purchaser] Date Added: 04/16/2013 05:21:14
Arms Law is the oldest part of Rolemaster and is still the core of this great system. The old and mostly ignored initiative system has been refreshed but takes nothing from the tactical environment, in fact it adds some new tactics. It is also great to have a good digital copy of the critical tables. I really like how there is a table of optional rules to further allow GM's to tailor their game.

"You knock foe out for 6 hours with a
strike to side of head. +15 hits. If foe
has no helm, you kill him instantly."

Always wear a helmet!

Rating:
[5 of 5 Stars!]
Rolemaster Classic Arms Law
Click to show product description

Add to RPGNow.com Order

Rolemaster Classic Character Law
by Michael H. [Verified Purchaser] Date Added: 04/16/2013 05:13:11
It is great to update my old RM2 Character Law with this revised version. I especially enjoyed reading it from cover to cover and realising all the things we've done wrong over the years!
Rolemaster continues to be my all time favourite game system as it allows great scope in power levels and great diversity in character creation.

Rating:
[5 of 5 Stars!]
Rolemaster Classic Character Law
Click to show product description

Add to RPGNow.com Order

Essence Companion
by Kory D. [Verified Purchaser] Date Added: 03/01/2013 13:33:33
I have an old tattered version of this it is nice to get it in PDF. Very Nice

Rating:
[5 of 5 Stars!]
Essence Companion
Click to show product description

Add to RPGNow.com Order

Rolemaster Fantasy Role Playing
by Nicholas W. [Verified Purchaser] Date Added: 02/04/2013 23:25:59
Solid book. If you're a player in a RoleMaster campaign, this should be your first book as it has a lot of information a player needs to know, and racial information and statistics. Character Law has further customization and race information, Arms Law has charts on different weapon damage, and Gamemaster Law has the info that of course the GM needs.

Don't mind the old-style images, embrace them as this is from an era where gameplay comes before flashiness and political correctness. Races have realistic attributes, movement speed, etc. which is cool. Of course, until everyone in your group has a good understanding of the mechanics be prepared for things to take a LOT longer than D&D/pathfinder. It's definitely worth the intellectual exercise even if you don't immediately have a group to play with.

Rating:
[4 of 5 Stars!]
Rolemaster Fantasy Role Playing
Click to show product description

Add to RPGNow.com Order

RMFRP 1999 Arms Law
by Nicholas W. [Verified Purchaser] Date Added: 02/04/2013 23:20:26
This is the best combat system I've ever read. The book doesn't really go into detail of mechanics too much, as you will need "Rolemaster Fantasy Role Playing" and "Gamemaster Law" for those details, but this book has a full set of tables for how 29 weapons perform against 20 armor types. Slashing weapons (sometimes) end up as blunt criticals against heavier armor, piercing does better against chain, and there is even a martial arts section for how sweeps/strikes performs against different armor types, as well as "monster" tables for natural weapons like beaks, claws etc.

Even if you don't play Rolemaster, you should get this book/PDF for the fun of reading it over.

Rating:
[5 of 5 Stars!]
RMFRP 1999 Arms Law
Click to show product description

Add to RPGNow.com Order

RMFRP The Armory
by Nicholas W. [Verified Purchaser] Date Added: 02/04/2013 23:15:56
Additional weapons are cool and provide fun options. The difference in this vs arms law, is that the arms law combat tables are more realistic. Against full plate, a 2H sword ends up doing Krush criticals, where in The Armory, all criticals for a given weapon are *always* a specific type, but weapons that have the possibility of doing other critical types may choose to do so at a set penalty.

This loses the randomness of combat a bit, and this makes me a bit disappointed in the book as I liked the core mechanics much more. I liked the realism in all slashing weapons turning into bludgeoning criticals against full plate, since that's kind of what ended up happening in real life.

This book is a step back, I recommend that you get Arms Law instead. It probably wouldn't be too difficult to change these crit tables to be like a similar weapon from arms law.

Rating:
[3 of 5 Stars!]
RMFRP The Armory
Click to show product description

Add to RPGNow.com Order

City of Archendurn
by JK R. [Verified Purchaser] Date Added: 12/30/2012 03:14:28
A reasonable description of a fantasy city with a Celtic flavour. It is clearly intended to be adaptable to a range of campaigns and rule systems, and so leaves some details vague (for example, there's only brief information on the city's spell-casters). Stats are provided for both Rolemaster and d20.

On the down-side, the production is basic. The maps are simple, but functional, and the layout is minimal. The only piece of art in the book (unless you count the cover) is so poor that it's hard to imagine why it was included - fortunately, there is only the one of it.

The positive is that the book is fairly thorough. It is 54 pages long, and includes descriptions of culture and society, as well as a number of locations. Floor-plans focus mainly on inns, and there are a number of plot suggestions, and many bits of useful detail. The feel is intended to be Celtic and low-magic - the latter in particular, may require some adaptation to be useful in a typical d20 campaign.

Overall, it's a reasonable product, but nothing outstanding. It does the job adequately, but no more than that. It may be particularly useful if you're looking for something with Rolemaster stats, since there isn't too much of that about.

Rating:
[3 of 5 Stars!]
City of Archendurn
Click to show product description

Add to RPGNow.com Order

High Adventure Role Playing Fantasy
by Frank M. [Verified Purchaser] Date Added: 12/11/2012 09:00:51
Great product... Usually 5 stars worth...
minus two for the missing print-on-demand option...!

Rating:
[3 of 5 Stars!]
High Adventure Role Playing Fantasy
Click to show product description

Add to RPGNow.com Order

Action on Akaisha Outstation
by Jim C. [Verified Purchaser] Date Added: 11/03/2012 18:42:24
This is a well-detailed location and set of adventures that seem easily adaptable to many space opera settings.

Rating:
[4 of 5 Stars!]
Action on Akaisha Outstation
Click to show product description

Add to RPGNow.com Order

High Adventure Role Playing Fantasy
by Michael S. [Verified Purchaser] Date Added: 09/15/2012 10:36:14
Fantastic. The updated HARP adds balance and corrections to character generation. I like the new options, skills and talents. Well done.

Rating:
[5 of 5 Stars!]
High Adventure Role Playing Fantasy
Click to show product description

Add to RPGNow.com Order

High Adventure Role Playing Fantasy
by Ward M. [Verified Purchaser] Date Added: 08/23/2012 17:16:28
Disclosure: As a frequent ICE/GCP customer, I received this product at a reduced price. This has no bearing on my review, but it is worth noting.

This is the second edition (or third, depending on who you ask) of HARP, re-written to be compatible with HARP Sci-Fi. The changes are minor, but pervasive. Changes from the previous version include re-balancing of the races and professions, due to feedback from 8 years of playtesting.

Likes:
-The new typefaces are easy to read and there is new interior artwork.
-Will feel familiar to Rolemaster players, but plays fast enough to hold the interest of other gamers. (This is a big plus in mixed groups)
-A POD version is in the works. This might actually be the book that gets me to try print-on-demand.
-Single roll combat resolution! (A big plus for people who are not fans of Rolemaster).
-Very few typos or grammatical errors. (Because, as a matter of fact, I AM the grammar police. )

Dislikes:
-No Hyperlinks or bookmarks in the PDF.
-Because of balance changes, the new rules are not backwards-compatible with previously released products in this line. (Such as "College of Magics").

Overview: No system is perfect, but this one comes close. I can't wait for more monsters, spells, and professions in future releases. Generally speaking, any book that leaves me wanting more gets high marks.

Rating:
[4 of 5 Stars!]
Spacemaster DataNet #4
by Jim C. [Verified Purchaser] Date Added: 08/18/2012 01:25:33
Cultural notes for each species and some of the setting information embedded in the language table might have been worth a paragraph in the books dealing with these elements. The poisons table matches random names to various notional toxic substances and could have been more useful with a systematic treatment of effects and toxicity. The disease system, on the other hand, is just inaccurate and wrong (for the meaning of 'bubonic', please look up 'bubo', it's a moment's Web search). All in all, I'm unimpressed with the amount of useful content for the price of this well-padded instalment.

Rating:
[3 of 5 Stars!]
Spacemaster DataNet #4
Click to show product description

Add to RPGNow.com Order

Harp SF Xtreme
by Per-Anders S. [Verified Purchaser] Date Added: 08/09/2012 16:15:10
Harp SF as a game was split into two books to keep the page-count of the core book lower. Harp SF Xtreme are those parts that was split out to its own book. These are rules for vehicles, vehicle combat, cyberware and electronic characters. In some sense these are more narrow areas, for a large gaming group it makes sense to have more copies of the core book around than this supplement.

Another point of view would be that this book covers parts of the original game design that was so expanded with player feedback that it could not fit in the main book. If you are looking for original content, what makes Harp SF different compared to other games in the market then the majority of such content can be found in Harp SF Xtreme.

A simple example would be the name of the setting, why the setting is named after the Tintamar space station is not very clear after reading the main book. When you add the vehicle rules, especially how hyperspace travel works, it becomes quite clear that the Tintamar space station is pretty much the center of the setting in the gaming universe. It is the natural staging ground for long range space expeditions and it is also the choke point that the enemies of the human race need to conquer if they want to do serious battle with the human race.

Personally I think the move to split the core game into two books was a mistake. At the core games like Harp and Rolemaster are about challenging monsters like a dragon or a demon. These are compared to much else very rules heavy games, but the detail of the rules mean the battle with monster is interesting and worthwhile on its own. From the main Harp SF book it is not very obvious why to prefer this game over the Harp Fantasy game. There is no obvious dragon to battle and the technology is some senses quite low-tech compared to other SF games and more futuristic settings. Harp is a competent game engine, but no real answer is given on why the effort was taken to export this rules set to science fiction.

I would say the answer to this riddle is pretty much hidden inside Harp SF Xtreme. Harp SF is meant to be a game when a group of heroes work together to do space combat. The comparably low-tech science fiction ties directly into that space combat should not be a one man affair, but be an effort of the whole group. The clever hyperspace rules invite for a game of exploration and drama as heroes stumble on enemies and can not just jump to safety directly but must find a way to stay alive until they are in a position to return.

If you are looking for a game when the "Tricorder" and some technobabble solve everything Harp SF is not something for you. Harp SF gives you plenty of gadgets to play with, but mostly it is a science fiction game about the characters and how they struggle to stay alive. The GM is given a massive set of tools to realize the "High Action Roleplaying" part of the Harp name.

All in all I think Harp SF Xtreme is a purchase that might give new inspiration how to run more gritty space combat also for people who don't play Harp SF. I think it is a essential purchase.

Rating:
[5 of 5 Stars!]
Harp SF Xtreme
Click to show product description

Add to RPGNow.com Order

Displaying 46 to 60 (of 104 reviews) Result Pages: [<< Prev]   1  2  3  4  5  6  7  [Next >>] 
0 items
 Hottest Titles
 Gift Certificates
Powered by DrivethruRPG