Official ICE Forums
Systems & Settings => Spacemaster => Topic started by: KenPopehat on February 09, 2023, 05:17:50 PM
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Do people have strong favorites as between SM2 and Privateers? Thinking of running a game over Zoom and trying to decide.
(My experience is with the original. I’m so old I remember riding my bike to the Post Office to get a money order to order the original through the mail. I think it was advertised in Dragon magazine?)
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You would probably do well by sticking with Privateers if you want new blood. That's just my opinion though. I like SM1, SM2 and Privateers for different reasons. SM1 is still on my night time reading desk because I like the feel of young rpg life that it had. I prefer SM2 when playing military games mostly because of Star Strike and Armoured Assault. Privateers is just a more modern game feel, in my opinion.
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My favorite setting is to take SM2 Imperium and have them make the decision to issue Letters of Marque and Reprisal a la Privateers.
I don't care for the Privateers races.
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I have only played Privateers a couple of times and it was with human-centric characters. I never delved into the other races; not sure why. I mostly like the Tech Level discussions and the different types of Tech Level influenced vehicle equipment in Privateers.
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To me the whole premise of the other races is just cheesy.
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In terms of rules, I am looking forward to a space-setting-support supplement for RoleMaster Unified.
In terms of setting, clearly the SM2 setting was superior in my opinion. But I'd probably, as most of the time, create my own universe for a new spacemaster campaign.
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I love Spacemaster Privateers but the setting is under developed. The Races and Cultures book helps some but as it stands there's not much material for non-privateering campaigns.
The various animal people are just as cheesy as elves and dwarves and acceptable as generic science fiction tropes. The idea was to have a setting that was easy to play in. For instance most of the races are found on both sides of the war so its easy to do player characters infiltrating Jerronian facilities. The losing war and privateering gives a good centeral campaign premise. The races are easy to grok rather than being inscrutable. While the author disagrees with me, I still think it would have gone over better with anime style art work.
For an easy to convert alternative setting, have a look at FGU's old Space Opera setting which has some similar races and a larger map area.
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For an easy to convert alternative setting, have a look at FGU's old Space Opera setting which has some similar races and a larger map area.
Or the Traveller setting, another of the Old Ones that never truly stopped giving. And some of the alien modules (e.g. Solomani and Aslan - yes, the Sol humans *are* an alien race :D) are very good.
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I prefer the setting of SM2 and the rules of SM: Privateers.
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I like SM:Privateers over the setting of SM2.
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Are there any rules for creating new player races in SM:P? If so, where should I look for them?
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I'm not sure, but the rules for creating races in RMU might be a good place to look. It provides a clear system and I imagine that if a new version of Spacemaster ever gets made, it would use those rules too.
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I just did a quick review of SM1, 2, and Privateers and found no mention of creating new races. I agree that your best choice would be to use RMU for race creation.
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Did this spacemaster zoom game take off?
I used to read a pretty fine law blog written by a Ken “popehat”. Ever considered blogging your spacemaster game?
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The race creation rules in RMSS Gamemaster Law are SPAM compatible.