Author Topic: Why do you love Space Master?  (Read 3000 times)

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Offline JimiSue

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Why do you love Space Master?
« on: November 26, 2011, 03:32:32 PM »
It's not exactly a cookie-cutter game (which for me is part of it's charm), but in over 30 years of gaming it's the game which sticks in my mind the most. I'm speaking here of 2nd edition, but I'm sure comments are equally applicable to Privateers too :)

I think what I like the best is the randomness - you never have any foregone conclusions. In the game I was running this week, I had a level 4 Telepath take out a level 14 Explorer, using a level 2 psion - my telepath player, who is fairly new to roleplaying (girlfriend of gamer) was over the moon when she rolled 97 unmodified on her psion roll, and after waiting impatiently for the melee phase also succeeding in the touch (the psion was Touch of Unconsciousness), the mook rolled a 10 for his RR for quite a catastrophic fail. I thought that NPC would wipe the floor with the group if they were foolish enough to fight him, how wrong I was!

So I was wondering - what makes you guys still keen to play the game, after all thesde years?

Offline arakish

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Re: Why do you love Space Master?
« Reply #1 on: November 26, 2011, 08:23:29 PM »
Same main reasons I switched from DnD to Rolemaster back in 1981, maybe 1982 don't correctly remember.  Basically, it was due to the believable realism for the combat, especially criticals.  Also, the "no absolutes" in the profession classes as compared to DnD, meaning any profession can learn any skill provided time and effort (read DevPnts) was spent to learn the skill.

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Offline yammahoper

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Re: Why do you love Space Master?
« Reply #2 on: November 26, 2011, 10:43:11 PM »
Same reason I like RM; incredible flexibility and superior simulated combat.  SM is as complete as RM and just as fun.
I've seen things you people wouldn't believe. Attack ships on fire off the shoulder of Orion. I watched C-beams glitter in the dark near the Tannhauser gate. All those moments will be lost in time... like tears in rain... Time to die.

Offline RandalThor

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Re: Why do you love Space Master?
« Reply #3 on: November 27, 2011, 06:16:39 PM »
So I was wondering - what makes you guys still keen to play the game, after all thesde years?
Transhumans.

Most notably the Trans-XII.  8)

Oh, and K'ta'viir/Althan. (And, thusly, the crossover with RM/Shadow World.)
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Offline Wōdwulf Seaxaning

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Re: Why do you love Space Master?
« Reply #4 on: January 17, 2012, 05:22:07 PM »
I have yet to play it but I love RM2 & Cyberspace . So was willing to buy the core 3 PDFs & have them printed at Kincos professionally . From what I've read of the rules , SM2 will be my default SF RPG , like RMX/C will be my default Fantasy RPG rules. Of the four RPG systems I like (RM2/SM2,  Palladium Multiversal, nWoD & Unisystem) RM2/Sm2/Cyberspace rules will be my favorite.

I hope to either come up with my own setting for SM2/Cyberspace or covert Star Wars: Saga , Heavy Gear or Shadowrun to it. Just need to buy SM2 Co2 & the other SM2 supplements ( for space combat & planetary combat).
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Offline JimiSue

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Re: Why do you love Space Master?
« Reply #5 on: January 19, 2012, 01:44:29 AM »
For SPAM2 you need Star Strike and Armoured Assault for space combat and ground (vehicular) combat respectively. SpaMCo2 deals mainly with variant weapons, cybernetics and bioware, an alternate psionic system and a few other bits. The more useful SpaMCo is number 1, mainly due to its comprehensive skill listing (although if anyone has rights and is looking to put out a new version, it's missing several skills at the end of S!).

For races I personally prefer the Transfives - the ego can be fun to play. I had this exchange once as a high level trans V armsman was about to tackle a Colosian moonbase:

Player: So how many people are there in this base anyway? I didn't realise it was that big.
GM: Something like 1,500.
Player (looking worried): Damn.
GM: Is that a problem?
Player: Yes. I don't think I have that many bullets. I'm going to have to do some of this using my power sword.

Offline GrumpyOldFart

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Re: Why do you love Space Master?
« Reply #6 on: January 19, 2012, 07:43:01 AM »
Reminds me of a couple of exchanges from a Terry Pratchett book (not verbatim):

"In the old days, we'd just invite them for a feast and carouse, get them drunk, and when they're passed out massacre them all."

"Yeah, but there's over half a million of them."

"Well alright, something simple with pasta then."

and

"You can't be thinking of facing them by yourselves? Six of you against six hundred thousand?"

"He's right you know, it'll take weeks to kill them all."

 ::)
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Offline Vyrolakos

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Re: Why do you love Space Master?
« Reply #7 on: January 19, 2012, 09:35:55 AM »
Player: Yes. I don't think I have that many bullets. I'm going to have to do some of this using my power sword.

 ;D

I love SM because the combat is always 'interesting'.  ;)

I always feel guilty about ripping the legs off players when they take critical damage in other game systems. Not in SM though.

"Shuddering blast scraps leg. Bone, muscle and blood vessels burst. Foe knocked down."

This might sting...  ;D

Offline Wōdwulf Seaxaning

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Re: Why do you love Space Master?
« Reply #8 on: January 19, 2012, 01:09:05 PM »
For SPAM2 you need Star Strike and Armoured Assault for space combat and ground (vehicular) combat respectively. SpaMCo2 deals mainly with variant weapons, cybernetics and bioware, an alternate psionic system and a few other bits. The more useful SpaMCo is number 1, mainly due to its comprehensive skill listing (although if anyone has rights and is looking to put out a new version, it's missing several skills at the end of S!).

For races I personally prefer the Transfives - the ego can be fun to play. I had this exchange once as a high level trans V armsman was about to tackle a Colosian moonbase:

Player: So how many people are there in this base anyway? I didn't realise it was that big.
GM: Something like 1,500.
Player (looking worried): Damn.
GM: Is that a problem?
Player: Yes. I don't think I have that many bullets. I'm going to have to do some of this using my power sword.

Jimisue-
I thought SPAMCo2 had the big list of skills? I'm sure the 'old' TCE store listed it as having it. Maybe a type-o ? Either way I'd still want both SPAMCo 1&2 PDFs eventually. I'll be getting the 'Star strike' & 'Armored Assualt' PDFs (& their compendium sourcebooks) as soon as I can afford them & probally get them pro-printed n' bound to supplement my SM2 'core books'. I'll have to read through the SPAMCo cybernetics rules to see if I'll use them or the ones found in Cyberspace.
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Offline JimiSue

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Re: Why do you love Space Master?
« Reply #9 on: January 19, 2012, 05:02:33 PM »
SpaMCo cyber is a bit thrown together - I've actually uploaded a short piece into the download section talking through some of the issues and possible resolutions.

Skill listing is most definitely in book 1. It also carries a comprehensive skill cost table for all the core classes plus the ones in Companion 1, as well as a level bonus chart for same. Unfortunately, the classes in book 2 are a) a bit uninspiring, b) cobbled together with contradictory skill groupings and c) lack a clear idea of level bonuses. When I was doing my skill calc spreadsheet (I think when Excel and Open Office became freely available every computer-literate RM/SM player has done one) I had to make a lot of judgement calls and assumptions to get a full listing.

Offline Wōdwulf Seaxaning

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Re: Why do you love Space Master?
« Reply #10 on: January 19, 2012, 05:12:34 PM »
Thanks Jimisue... what were the professions in SpaM Co2 you had issues with? Just so I can better evaluate whether I should get SpaM Co2 or not?
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Offline JimiSue

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Re: Why do you love Space Master?
« Reply #11 on: January 20, 2012, 01:52:02 AM »
Combat Engineer - is OK but needs a good player to bring out the best in that class. As one of my PCs is playing that class at the moment any suggestions on which skill might be appropriate to the kind of large scale (but temporary) structures they might come up with? Structural Engineering seems more buiilding-focused.

Black Market Merchant/Smuggler - I don't really see the need for it - Trader (from companion 1 i think), would be well capable of covering this niche. And in the skills bit - "All primary skills, except Combat and Weapon skills are developed as an Explorer. Combat and Weapon skills are developed as an Entertainer. All other primary skills ... are developed as a Criminologist." Huh?

Tinkerer/Scavenger - again, a niche that can be covered by other professions. While there isn't a generalised "Technician" class, most techs are good enough at all tech skills to not have a problem there.

Android/Robot Hunter: Too specialised. And generally not helpful in an age where androids are people too.

Psychot - I get the concept, but I've never had a player remotely interested in playing one. too much effort, since the drug rules don't really fit in with the concept.

Bounty Hunter - again, I question the need for this profession. Armsman, LEO or Criminologist could fill the niche.

Offline markc

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Re: Why do you love Space Master?
« Reply #12 on: January 20, 2012, 01:03:16 PM »
  Combat Engineer Q: IMHO to have a large scale structure that does not collapse on you you need SE unless you have the plans already in front of you or you have built the structure before. In that case I would use Craft: Building or Craft Woodworking or what ever craft or skill that fills the need of using the materials to build the structure.
 
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Offline Wōdwulf Seaxaning

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Re: Why do you love Space Master?
« Reply #13 on: January 20, 2012, 08:51:35 PM »
Combat Engineer - is OK but needs a good player to bring out the best in that class. As one of my PCs is playing that class at the moment any suggestions on which skill might be appropriate to the kind of large scale (but temporary) structures they might come up with? Structural Engineering seems more buiilding-focused.

Black Market Merchant/Smuggler - I don't really see the need for it - Trader (from companion 1 i think), would be well capable of covering this niche. And in the skills bit - "All primary skills, except Combat and Weapon skills are developed as an Explorer. Combat and Weapon skills are developed as an Entertainer. All other primary skills ... are developed as a Criminologist." Huh?

Tinkerer/Scavenger - again, a niche that can be covered by other professions. While there isn't a generalised "Technician" class, most techs are good enough at all tech skills to not have a problem there.

Android/Robot Hunter: Too specialised. And generally not helpful in an age where androids are people too.

Psychot - I get the concept, but I've never had a player remotely interested in playing one. too much effort, since the drug rules don't really fit in with the concept.

Bounty Hunter - again, I question the need for this profession. Armsman, LEO or Criminologist could fill the niche.

Ok..thanx Jimisue. I may still get it for the other info for completeness sake.
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Offline ravenstorm

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Re: Why do you love Space Master?
« Reply #14 on: January 29, 2012, 03:12:47 PM »
I love both SM and RM...first started playing MERP in 1986 and I instantly feel in love with it and decided to try out it's big brother, RM and of course I had to then try out SM...

Haven't roleplayed for a few years due to family commitments and such...and now I have the time I dug out what I had in the way of books and managed to get the box sets of SM, Star Strike, and Armored Assault on a certain well-know auctioning site for a very good price and picked up a load of RM2 books from a local book shop second hand so I am now a happy bunny!

Offline David Johansen

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Re: Why do you love Space Master?
« Reply #15 on: January 29, 2012, 10:44:50 PM »
Well, Spacemaster Privateers has the ultimate development of the training package system.  It has raking criticals.  It has Tulgar. (okay I love Tulgar, give me a break already)

What more could you want from a game system?

Offline Lost Pan

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Re: Why do you love Space Master?
« Reply #16 on: February 01, 2012, 10:32:54 PM »
Been GM since 1977.....yep along time....started a RMSS/Shadow World in 1997.  I just loved the system.....loved the whole Shadow World Universe.  Decided last year to run a Privateers game....and found it to be awesome.   Had to borrow some material from (Warhammer 40k) to flesh out the Privateer universe alittle....but just love it.

Offline David Johansen

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Re: Why do you love Space Master?
« Reply #17 on: February 01, 2012, 11:11:41 PM »
Okay, I'll bite.

Grafted from 40k onto Privateers?

Offline Wōdwulf Seaxaning

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Re: Why do you love Space Master?
« Reply #18 on: February 02, 2012, 08:37:37 PM »
Oh yeah ... what did u use from 40k?
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Offline ReaperWolf

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Re: Why do you love Space Master?
« Reply #19 on: February 08, 2012, 11:36:15 AM »
My reasons for liking Spacemaster Privateers stems from my love of the elegance of the ICE system wedded to the flavor of the Privateers 'verse.

The Jeronan Empire makes for a great enemy but unlike Star Wars the Empire isn't all powerful because of the benign influence of the ISC. When you consider the Free Worlds almost any adventure is possible.

So limitless possibilities and opportunities for the GM and players is what makes Privateers great.

>>ReaperWolf