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There are a few specific instances where I disagree with the design direction of Rolemaster Unified (for example, the experience point guidelines are a whole bunch of nothing), but I do like its general design direction. Rolemaster has always been the type of game which kind of resists GM fiat philosophically, because it is supposed to be something like a fantasy world simulator. The same rules engine must power everything, whether it's player characters or non-player characters. That's why you have professions that work exactly the same as player character professions but are clearly meant to be occupied by NPCs (laborers, scholars, alchemists, lay healers, to name a few).
The same logic is apparent in the spell lists where you have spells for doing the sort of stuff that lesser games would handwave away. Eberron says that you can bind elementals to make self-powered vehicles but never answers "how?" Rolemaster Unified has spells for that. D&D has multiple creatures where their origin is described as "a wizard did it" but with no mechanism for a wizard doing it. Rolemaster Unified has spells for creating your own creatures in a lab. It rules.
Angmar, the Iron-Home, was the domain of the Witch-king, master of Carn Dûm, from which legions of orcs and other soldiers attacked the three realms of Arnor (Angus McBride cover for Angmar, supplement for Middle-earth Role Playing, Rolemaster, and other fantasy RPGs, based on JRR Tolkien's The Lord of the Rings, Iron Crown Enterprises, 1995)
“Please play a different game!”
“2026 will be the Year of Rolemaster!”
The monkey’s paw curls two fingers as Matt Mercer prepares to run Critical Rolemaster, barely skimming the rules, and Rolemaster is set on the path to becoming the new hit game that nobody knows how to play correctly.
Have you played ROLEMASTER ?
By Coleman Charlton, John Curtis, Pete Fenlon, Steve Marvin, et al
Rolemaster is an extremely complex fantasy role-playing game from the 1980s characterized by its reliance on large lookup tables, extremely granular rules, and a desire for simulation. While supposedly a "realistic" game its myriad tables actually conceal a game with a quirky sense of humor, which albeit gritty has much more in common with a gorey action comedy than any simulation of reality.
Have you played ?
Yes I have played it
No but I've read it
No but I've heard of it
Never heard of it

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In honour of @thydungeongal's Rolemaster polls (which anyone seeing this should totes go have a look at because she is the reason I became oddly enamoured with this system) I have made
These
Was debating making a 3000% VOTED one with a photo of a joint or smth (on account of the 3000+% weed spell) but whatevs
@thydungeongal since youre clearly trying to sell people on rolemaster as a game i have a 2 things i can say that deff caught my interest skimming through it
this image is right next to a section on "Group Cohesion" and it fucking owns, they know what the fuck is up, this is the kind of ridiculous synergies dnd players have craved since at least 3rd edition but wotc adamantly refuses to give you
the second is that it features some incredibly cursed furries as playable options but im not gonna post them, go look at them in the book yourself if you wanna find out
Rolemaster: Castles & Ruins ~ Iron Crown Enterprises (1996)