1. What is essential to "Rolemaster"? (Are there consistencies throughout all incarnations?)
I've moved to HARP, so it's not like there's any future in pleasing my particular tastes. However, I started playing RM back at the very beginning, so I think I can give you
an answer to this one, if not
the answer.
I've seen two things that stayed consistent from the early 80's through RMFRP. Other things tended to stay
similar and got adjusted more or less between revisions:
1. Make the mechanics as standardized and modular as possible, so no one ever has to wonder what dice they roll, and the roll result gives you a fair idea of how well you did before you ever look at a table. The mechanics of _____ work exactly the same as the mechanics of everything similar to _____. It keeps the learning curve from being a pain, and if someone rolls 00 three times running, they don't have to look anything up before they say,
"Woohoo!" 2. No matter who you are, there is nothing anyone else can do that
you simply
cannot learn to do. It may not be cost effective, you may never be any good at it, but there is
absolutely nothing that the GM replies to with, "You
just can't, that's the rules." No matter how foolish you're going to look, or how high the likelihood is of you killing yourself, the rules allow you to at least
try.My 2 coppers.