Rolemaster, published by Iron Crown Enterprises (ICE), has long held the roleplaying game industry claim to fame as one of the most complex RPGs in the market. Popularly derided as "Chartmaster", the game is known for complex and lengthy character creation, gameplay characterized by large amounts of chart-consultation, and a large number of supplements containing charts for just about any aspect of play one could think of. Still, despite its detractors, Rolemaster remains one of the most popular RPGs in the market, with consistently good support material. Nonetheless, Rolemaster would normally be one of the last games that anyone would recommend as a "simple" RPG for first-time gamers. ICE, however, has made the attempt anyway. They've successfully released an introductory kit, called an "adventure kit", using a stripped-down Rolemaster engine, targetted at new players. This is fundamentally similar to the introductory kit concepts used by TSR in their AD&D FirstQuest product, and West End Games in their Introductory Box Set for Star Wars. ICE's product, "Run Out The Guns!" (ROTG), has the perhaps unique claim of being an introductory kit that appeals not only to new players, but to veterans as well. ROTG introduces a new setting, based on real-world 17th-century piracy in the Caribbean, with a fine combination of historical verisimilitude and swashbuckling adventure. It's a self-contained, standalone RPG; the boxed set contains a pared-down set of Rolemaster rules, character archetypes, character backgrounds, background information, maps, dice, an introductory adventure complete with pre-generated characters, and an explanation of how to use the product with standard Rolemaster. Character creation is extremely straightforward. There is a booklet containing sixteen archetypes, with background history, all necessary statistics, special abilities which provide both flavor and uniqueness, and starting equipment list (some useful, and some just for flavor). Each player chooses an archetype; the archetypes have been broken down into categories based on the likely positions that each type would hold on a ship, and the player group should choose their characters to avoid duplication. Then, each player chooses two backgrounds (from a set of fourteen) from a second booklet, which provide additional skills and character background information. The skill numbers from the backgrounds are added to the base skill numbers on the archetype, the player chooses his character's name, and voila -- that's it. The archetypes and backgrounds have been well-chosen; they provide a strong foundation for later character development, as well as solid concepts which can be easily roleplayed by novices. There's enough variety, and combinations, to provide a good spectrum of differentiated characters. It's also trivial to generate NPCs in this manner. One could complain that the character generation system suffers from the same basic flaw as other archetype-based systems, namely, "everyone is stamped from the same mold", a problem which is exacerbated by the lack of character customization -- there are no additional skill points to assign freely, for example, as is true of Star Wars. Nonetheless, the simplification works well, and an experienced GameMaster ought to be easily able to modify the character generation process to suit his own tastes, including using standard Rolemaster character generation rules if he so chooses. ROTG provides a variety of starting scenarios, which are essentially ways to explain how the party members know each other, and how they came to be in possession of a ship. It's assumed that the party will be pirates or privateers, though they could choose to be, for example, legitimate merchants. There is also one session-length adventure, with pre-generated characters, but it seems likely that tournament-style play and campaigns alike would be more likely to use one of the seed scenario ideas instead. The one real oddity of the system is that it lacks a detailed naval combat system, a significant lack in a pirates game. Shipboard combat is done in a more "quick play" style, with the GameMaster being instructed to use his own discretion, but this basically reduces ship combat down to die rolls and the GM's descriptions, unless the GM is knowledgeable enough in naval tactics to be able to make up something on his own. Hopefully, ICE will remedy this lack in some future supplement, but it's a crucial missing component in the otherwise complete kit. Nonetheless, for anyone who likes pirates roleplaying, this is an RPG to definitely have on one's shelf.