Among the handful of FRP systems that I consider dearest to my gamer's heart is Iron Crown Enterprises' Rolemaster. Particularly in its second edition, Rolemaster is a FRP game that I find intuitive and rewarding to play - and my go-to system for solo RPG play. The Rolemaster charts do require the person behind the screen to be organized and to have a degree of mastery with the system, but I think any referee or judge should exhibit such qualities while using ay system after they have a few sessions under their belt. The difficulty that I have found with Rolemaster is in character creation and especially character advancement which can be math heavy and time consuming. During the actual table play, the system runs quite smoothly, and if it's not the quickest system, Rolemaster delivers some very detailed results when the dice are rolled and the charts are consulted - a fact that enhances my enjoyment and ability to mentally picture the action when playing solo.
During its halcyon days Iron Crown Enterprises (commonly abbreviated to I.C.E.) produced a number of excellent RPG products as part of their Middle Earth Role Playing (M.E.R.P.) line. MERP was a licensed Middle-earth FRP game based on Rolemaster's d100 open ended chart system, but it is a significantly cut down and adapted version for running a setting closely associated with the world of J.R.R. Tolkien's fiction - as the name implies. The MERP products are richly illustrated, contain a wealth of beautifully rendered maps and include lots of plot and lore detail easily borrowed for use with any system. I still find these MERP products quite useful as a resource and have frequently drawn from them for graphics and as a source of inspiration for use with other systems including Adventures in Middle-earth and The One Ring.
Against the Darkmaster is a new game that seems to channel much of the spirit of Rolemaster and MERP, but is not a direct clone or simulacrum of the old I.C.E. systems. Like the I.C.E. games, Against the Darkmaster uses an open ended d100 roll and tables are consulted to give rather detailed outcomes, but that is about the extent of the mechanical similarity with the I.C.E. game products. Against the Darkmaster obviously implies a default setting that seems inspired by the classic Tolkien trilogy, but this is not so uncommon in our hobby, nor in the field of fantasy literature in a post Lord of the Rings publication world. The book store shelves I have visited include many titles published from the 1970s on which are highly derivative of Middle-earth and often involve dwarves, elves and men fighting to save their world from the machinations of an evil "dark lord".
This new system includes a number of "improvements" that are consistent with trends in modern game design. Inclusion of character "Passions", "Drives" and the "Heroic Path" in Against the Darkmaster adds an element of depth to role-play that is mechanically supported. The "Traveling" and "Safe Havens" sub-systems bring a particular "feel" to the game and remind me of aspects found in Adventures in Middle-earth and The One Ring - aspects which are credited with delivering a game experience in those systems that seems much in keeping with the literary setting from which they draw licensed inspiration.
One criticism I have often heard leveled at I.C.E.'s depiction of Middle-earth in the MERP line is the presence of magic using classes and some overly "flashy" spell lists which may spoil the fell of the setting for some folks. Rather than adhere strictly to what is found in the famous trilogy, games like MERP (a licensed product) and Against the Darkmaster succumb to the desire of many players for magic use in their game. You can definitely play a character in Against the Darkmaster that has the ability to throw a few flashy spells - if that is your desire.
Against the Darkmaster is a new game that I am excited about for a number of reasons. As an open ended d100 system its bones seem strong and is of immediate appeal to me as a fan of that mechanic. The "defeat the darkmaster" high fantasy theme is one that I am both comfortable with and often prefer (alternating between a more pulp sword & sorcery and high fantasy pretty well describes my main RPG interests). The game is complete in a single 576 page volume containing all the information needed for character generation, establishing your unique darkmaster setting, including monsters and thematic plotting ideas enough to last through several campaigns and a three part mini-campaign to get you started.
So who might be excited about Against the Darkmaster? Anyone who is looking for a game with which to run high fantasy adventures using some fun modern mechanics, especially those to whom a d100 skill based system will appeal. And the added bonus is that one is not burdened by the weight of canon when using an established intellectual property setting in which much is known and not open for creative adaptation. It's really the best of both worlds - familiar and open ended!
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