MrKinister:
Then again, are you wanting to run because you see a group who wants to play and you feel you ought to "help" them, or are you wanting to run because 'you want to run a Rolemaster' game?
The latter will give you a more solid motivation and will also be more enjoyable to you.
It's a bit of both, to be honest. I haven't run RM in a long time and kinda miss it, and the same goes for the setting. I have a
lot of Shadow World books, and haven't put nearly half of them through their paces. It's a very unique setting, with elements that really only work with RM's rules. And seeing a trio of players who
want to dig in gives me a reason to brush the dust off.
Starting small and cautious is a very good idea.
Adventurous doesn't have to mean
foolhardy, and you can start out dealing with troubles local to a small area and gradually range outward. This could still work with the idea I'd brought up, of having a Navigator in the group -- they have another profession, and would have to start small before they're doing anything major like continent-hopping.
But if you
do decide to travel, anything long-range would entail having a Navigator along -- there are a lot of hazards to any long-distance travel (especially overseas) and they're essential. You could hire an NPC, if you can afford them.
On a small scale, the setting is fairly standard fantasy, just with an explanation for its magic systems that pairs up with the game mechanics. Lots of races to pick from, different from what's in Character Law. I'll be happy to provide the details.