Today's review is gong to be from the person I consider the James Brown of game design. Which is to say the hardest-working man in game design. His name is Greg Porter and he is the owner (and sole member) of the game producer BTRC (Blacksburg Tactical Research Center). Neither he, nor his company, are likely names you know … but you should. In his own, quiet way, Greg Porter has created some of the most interesting, most innovative, and most playable RPGs out there.
(Of course he's also created some of the most unplayable games as well…)
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No history of RPGs would ever be complete without discussion of Iron Crown Enterprises' Rolemaster line of game products. Despite its many epithets (most notably Chartmaster)—whether justly or unjustly applied (and I feel largely unjustly!)—it is hard to deny the influence this game had on role-playing games in general and D&D in specific. First published in 1980 with the first component, Arms Law (a naming convention that set the table for all of the line), it began its existence as a replacement weapon/melee combat system for AD&D. (They couldn't state it that flatly, of course, for reasons of copyright, so it was "for RPGs".) It was rapidly followed with Claw Law (later packaged together) which added creature and unarmed combat to the mix. This was followed by Spell Law for magic and finally, in 1982, Character Law, turning Rolemaster from a set of supplements into its own independent role-playing game. 1984's Campaign Law was the final component (and one of the earliest guidebooks for world-building for GMs).
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