The Spacemaster system is usable in a variety of environments, from a dark near future of post-holocaust Earth to a culture of high-tech exploration to a distant time when civilisation has fallen to superstitious ruin. Spacemaster 2nd Edition can also be integrated with Rolemaster 2nd Edition -used together they set the stage for sweeping, coherent, science-fantasy and multi-genre campaigns
In addition to the chat, there were also several Rolemaster sessions. I ran two sessions of RMU and was quite happy with how they turned out. I got to meet some people I hitherto knew only via the Blog and the ICE forums (such as Siltoneous and Amano), as they played in my games.
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Rolemaster combat assumes combat will occur on a hard surface and attacks will come from front, flank and rear (and maybe overhead on occasion). When you add in a third level of coordinates AND the ability of a players to rotate, turn and pivot simultaneously then things can get more interesting. How should this be handled? There might need to be a separate set of rules for each situation, but conceptually they are similar enough that a shared mechanic might be possible.
Even if ICE were to disappear tomorrow, and forever. If someone bought up the Rolemaster IP and said they were never going to write another thing for it. You can use these books to play Rolemaster, well technically, Space Master but there is more to come.
I have started a YouTube channel. It is mainly about the stuff I make and the mistakes that happen along the way. There is going to be quite a bit of Rolemaster in there, as you may have guessed I quite like the game.
So I made the setting a spaceship and released it for Traveller, Stars Without Number, OpenD6 Space and White Star. Then changing the ship from a spaceship to a merchant ship I released it for Zweihander and this week I will make a Rolemaster version, an OSR D&D version and probably a handful of other fantasy systems.
There are diminishing returns when it comes to audience size. I could make the adventure suitably unique and sell it on DMs Guild but there are tens of new releases every day and the chances of yours getting noticed is slim to non-existent. The 0D&D/OSR community is smaller than the 5e community but still massive by Rolemaster standard. The rate of releases is somewhat less and the chances of getting some attention are somewhat higher.
This first week was almost exclusively Twitter marketing. This next week I am going to branch out a bit, but this is where my lack of resources will show. Having said that, my Wild West game got an average of 8 downloads a week, given a big spike at the front and a long tailing off. So 190 in week one is a really good start.
I have had 104 downloads and 6 paid sales. I have created a Discord channel for the game and that has gained 1 new user (that sounds pathetic but from little acorns!). The income so far will more more than pay for the soft cover standard colour interior book. It will also start to pay towards the Hardcover premium colour one.
Stage 3 is putting the full game on sale. At that point I expect RMu to massively out perform my little Navigator RPG. Fantasy is a bigger genre, in fact the biggest, RMu and Rolemaster has an existing fan base, ICE is a recognised brand and ICE has a massive marketing budget.
The playtest game is listed on DTRPG as a PWYW title. This is what Kevin was complaining about this week. His adventure had 100 downloads and almost no one paid anything for it. He also got some middling star ratings.
So far in the few hours since the game went live it has had 7 downloads. RMu had 145 downloads of the playtest documents. America has not woken up yet, at least not enough of it to think of downloading free games.
My negative forecast is based upon the idea that RMu has not addressed the most pressing negative opinions of the gaming community. The whole chartmaster, rulesmaster thing. They are already talking about dumping most of the stuff actively being discussed on the forum into the first companion.
Rolemaster was, I beleive, the 4th most popular game in the industry in the early 80s. Now it is a vestigial hangover played by maybe less than 1,000 people worldwide? The forums certainly have a very small population. Looking at all the places where communities gather the RM based ones are tiny and largely inactive.
At the hospital I was in in Aberdeen a local philanthropist had built a 1000 space multi-storey car park for the hospital. The hospital has 1000 beds so he had one parking space for visiting every patient. The parking is also free. His inspiration for the car park was when he wanted to visit a friend in hospital and could find nowhere to park.
The most Spacemaster thing to do is to copy the lists, change the names and some parameters to they are no longer the ICE spell lists, which I know ICE are very protective of. That gives maximum Spacemaster compatibility.
I am not entirely convinced this is actually a big deal. Spacemaster telepaths could do the stuff you expected telepaths to do. White Star mystics and Star Knights have exactly the same psychic abilities as to HARP characters.
Does anyone have any strong opinions on this one way or another? I am leaning towards one to one conversion of the White Star discrete mediations using HARP style scalable spells but that is the least Spacemaster-ish solution.
The rules of the game are based on the acclaimed Year Zero Engine, used in award-winning games such as Tales from the Loop and Mutant: Year Zero, but adapted and further developed to fully support and enhance the core themes of ALIEN: horror and action in the cold darkness of space.
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Creates a palette by uniformlysampling colors from the RGB color cube. For example, if Photoshoptakes six evenly-spaced color levels each of red, green, and blue,the combination produces a uniform palette of 216 colors (6 cubed= 6 x 6 x 6 = 216). The total number of colors displayed in an imagecorresponds to the nearest perfect cube (8, 27, 64, 125, or 216)that is less than the value in the Colors text box.
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Everything in Dark Matter, from character options to space combat, is easy to learn, generic enough to use with any sci-fi setting, and made to work with 5th Edition. Moreover, this entire 298-page book is filled with gorgeous illustrations from start to finish.
Dark Matter is a 298-page book with full-color illustrations and gorgeous art direction. Its 8 chapters (and appendices) are chock full of sci-fi action, from beginning to end. Here's what every chapter entails:The 'Verse: An introduction to the universe at large, providing the all-important top-down view on everything. This chapter details much of the 'verse's history, outlines all the major races, introduces all the major factions, and gives some insight in how to adventure around the galaxy.Races: Seven new playable character races, plus an extremely customizable human subrace, to inhabit the 'verse alongside the usual fantasy standard of elves, dwarves, gnomes, and so on. Your next character could be an Amoeboid, a shapeshifting ooze-person, a Vect, a living construct of magical technology, or an Avia-Ra, a bird-headed sun worshiper.Gadgeteer: A highly-customizable technological base class (complete with four subcalsses) that uniquely belongs in the Dark Matter universe. Character Options: A swathe of archetypes for every class in 5E core; plus a handful for Mage Hand Press classes, a deluge of new feats, a host of new backgrounds, and three new skills. With these options, you can finally play the tech-savvy gnomish space marine or the dashing elven starship pilot you've always longed for.Equipment: Blasters, laser swords, rocket hammers, magic items, artifacts, and more! This chapter contains everything from personal radios and tool kits to universe-shaping artifacts. You know what they say: hokey religions and ancient weapons are no match for a good blaster at your side!Ships: Innovative rules for space combat, options for assembling and customizing your own starship, and over 40 example ships to populate your space battles. Everything you need to explore the universe! Will you spend your hard-earned gold on upgrading the dark matter drive in your custom Freelancer, or does it need another battery of pulse cannons?Monsters: A bestiary full of alien critters from the adorable thrwirrel to sinister wandering rift. These creatures, all of which come with full descriptions and statistics, should provide a sci-fi challenge all the way from 1st level to 20th. In addition, the Monsters chapter comes stocked with a vast array of NPCs, ready to pilot opposing vessels and populate humanoid factions. Spells: A catalog of spells to influence technology, harness hardlight, and travel the universe. From cantrips like technomancy, which give some harmless tech-manipulation, to the devastating orbital hardlight cannon (which is a magic space cannon that is every ounce as cool as it sounds), there's spells for every caster of every class and every level.Appendices: The appendices of this book are a treasure trove of world-building fun, including tables to randomly-generate exotic alien planets, a breakdown of neat spacer lingo, a d100 table of plot hooks, and even a helpful unit reference and conversion guide! 2ff7e9595c
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