New post, gonna use this to document my journey as a trans woman
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New post, gonna use this to document my journey as a trans woman
Going to the store

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I CRIED SO MUCH THAT I PASSED OUT... MY SISTER IS VERY SICK.
I am very scared and sad. The doctors told us that my sister might not make it through the next 48 hours. I just want her to get better, and I don't want to lose her. Please don't ignore our story. Even a kind word means a lot to me.
My sister has been very sick and hasn't been able to eat or drink properly for more than a week. She is very weak and needs medicine and treatment, but we don't have enough money to pay for everything she needs.
Please help us save my sister. If you can donate, even a little can help. If you can't, please share her story. Maybe someone who can help will see it.
Please help my sister here GoFundMe
Don't scroll down please, STOP SCROLLING and help my sister please
Guys, save Zeina and her sister if possible, do something now
i saw your shadow the hedgehog post and was like huh new sport i wonder if she is talking about roller derby so yay!! roller derby!!
Yes! Roller derby is awesome! :D
Elves as they exist in fantasy gaming and fiction are basically a composite of multiple different mythologies and ultimately only loosely related to any of those, cause like someone just took the name of some guys from Germanic mythology and somewhere along the line someone was like oh these guys are definitely the same as the sidhe of Irish myth and then I guess people just agreed that we should occasionally throw in the Seelie and Unseelie courts from Scottish folklore there. Sometimes they're also space aliens or maybe I just made that part up
What aspects would you say that fantasy elves takes from the SĂŹth/sĂdhe? I see basically no similarities with them as they actually exist in myth and folklore other than that people like to play pretend with "Celtic lore" and give them names. At a real stretch there might be some similarity between the idea that sometimes appears of elves as inhabiting a kind of parallel reality and TĂŹr nan Ăg, but I'd rather suggest that that comes from Borders and English beliefs about Faerie as a distinct place, or between the idea that the sĂŹth are particularly skilled at most crafts (piping especially! They never play the bagpipes in fantasy do they?) and can share their secrets - however this feature is more prominent in Norse myth, which I think is where it actually comes from. Fantasy elves never share the core trait of Gaelic sĂŹth, which is their capriciousness and more or less random danger.
Tolkien, who largely made them, picks up a name from Old English (Ălf, known in Old High German as Alp), some concepts from Norse myth (high quality immortal craftsmen) - one of the only places where we have a decent record if medieval elf beliefs - adds some esoteric Catholicism and his own ideosyncratic creation myth and some English lore of Faerie. To me Elves as we know them now in everything that's downstream from Tolkien are thoroughly Germanic.
Oh I agree with this! When I said that somewhere along the way gamers decided that fantasy elves are also kinda like the Sidhe they only went for a real surface level take on it and didn't really consider it that deeply. The association with the Sidhe that modern fantasy elves have is, ultimately, one of vibes with very little grounding in any mythology. Elves in modern fantasy fiction are ultimately derivative of Tolkien but without the theology and also at some point someone was like "these names from Irish mythology own" and slapped them on elves.
This survey should only be taken by people who have watched at least one full episode of the Muted Swallow "actual play" series done by A.N.

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The Big Damn Rolemaster Megapost
Since I post a lot about Rolemaster (the number one RPG for insane people) and not everyone has seen my Rolemaster posts I end up answering a lot of the same questions: what is Rolemaster? Where do I get one? What are the differences between the different versions of Rolemaster? What the fuck is up with that dang turtle? So I decided that I'm going to collect them all into one single post. Or more like a big post of posts.
First of all, a brief history lesson, or What even is a Rolemaster?
Okay, so how do you actually play Rolemaster?
Quite revolutionarily for its time, Rolemaster actually had a core mechanic. Almost everything was resolved as a roll of 1d100 + various modifiers (from attributes, skill ranks, racial bonuses, and so one) with the result cross-referenced on an appropriate table. Straight 1d100 rolls are surprisingly rare though, as most maneuvers will involve an open-ended d100 roll, meaning that on an unmodified roll of 01-05 you roll again and deduct the result of the second roll from the result, and on an unmodified roll of 96-100 you roll again and add the result of the second roll to the result. This can theoretically happen again and again although on further rolls only rolls of 96-100 trigger further rolls, but this means you can theoretically get results lower than -100 or in excess of 200. Spell-casting and attack rolls represent yet another exception, where in most cases those checks are âhigh open-ended,â meaning they only trigger extra rolls on results of 96-100 (the lower range is usually reserved for special results like fumbles and spell failures).
If you were making an attack roll your attack roll will be cross-referenced on a table appropriate to your weapon with the enemyâs armor type to determine the amount of concussion hits dealt as well as any critical hit inflicted along with its type and severity, which will trigger a further roll on an appropriate critical hit table. With maneuvers the exact procedure may vary, but you will either be rolling on an appropriate table (for moving maneuvers or static maneuvers), or rolling against a set difficulty (for âClassicâ static maneuvers). Depending on the type of maneuver you were making you will either get a percentage result (for moving maneuvers and Rolemaster Unifiedâs percentage maneuvers) or one of various degrees of success (for static maneuvers and Rolemaster Unifiedâs absolute maneuvers). Those percentage results especially are fun, because they result in stuff like characters not quite making jumps or climbing so fast they have movement to spare at the end of their turn.
Ultimately, itâs just rolling the dice and adding some numbers and referencing the appropriate table. Obviously itâs not always that simple: some types of maneuvers might require quite a lot of math even to get to the actually rolling part. For an example, here are the Jumping rules from Rolemaster Standard System:
The Base Jump (Running Horizontal) for the average man of 5'10" is equal to 50" + (2 x St bonus in inches). For every 2 inches above or below this average height, add or subtract one from the Base Jump. The difficulties listed below assume that the character is running at a dash at the time of takeoff. For every speed category (Fast Sprint/Sprint/Run/etc.) below the Dash rate, raise the difficulty of the running jump by one (e.g., Hard becomes Very Hard, etc.).
Now obviously thatâs a lot, but itâs there for a reason: there are very few games out there where you can find out a characterâs exact jump length in inches, roll a jumping check, cross-reference that to a table, and find out that the character only made 70% of their jump, which will force you to roll for falling (and obviously falling requires an attack roll on an appropriate table!).
And every second youâre rolling on those tables you are invoking the gods of chance for one of the funny as hell results which you and your group can hoot and holler over.
So what types of freaks do I get to play in Rolemaster?
As stated, Rolemaster basically started out as a set of D&D house-rules. As such, it retains a lot of D&Disms. But itâs also got a lot of its own weird idiosyncracies.
First of all, races (and yes, Rolemaster still uses that word): Rolemasterâs basic spread of character races is very Tolkienistic. You have humans (in at least two flavors: the normie common humans and the DĂşnedain-like high humans), elves (of three or more flavors: usually high, wood, and fair elves), half-elves, dwarves, halflings, orcs (of two varieties: common orcs and the Uruk-hai styled greater orcs), and trolls. Various supplements over the years have added further races to play with, and the recently released Rolemaster Unified features a bunch of uncommon races straight out of the book to demonstrate how the system can be used to build new races. These uncommon races include a bunch of furries and scalies (cat-people, two types of canine humanoids, snake people, lizard people, frog people), as well as four-armed orcs, blue halflings, goblins, kobolds, and hobgoblins among others.
But itâs in the professions (the Rolemaster term for classes) you start to see what Rolemaster is really about.
Rolemasterâs professions are divided into ârealms.â These realms are basically like D&D 4eâs power sources. You have the realm of Arms, which includes all characters who rely on mundane skill over magic, and over the years the realm of Arms has included professions such as Fighters, Thieves, Rogues, Warrior Monks, and the aptly-named No Profession profession. You have the three realms of magic, each corresponding roughly to a type of magic in D&D. Channeling is magic that comes from the gods, and the realm of Channeling has over the years included professions such as Clerics, Animists, and Healers (originally: the Healer has since been moved elsewhere). Essence is raw, elemental magic, and users of Essence include Magicians, Illusionists, and Alchemists. Mentalism is magic of the mind, close to D&D psionics, and it has over the years featured professions such as Mentalists, Seers, and Lay Healers.
In addition to those you also have so-called semi spell-users, professions that combine one of the realms of magic with the realm of Arms: Paladins and Rangers as semi spell-users of the realm of Channeling, Monks and Dabblers (basically a type of magic-using rogue specializing in mechanisms and contraptions) as semi spell-users of the realm of Essence, and Bards and Magents (mage agents, mentalism-using spies and assassins) as semi spell-users of the realm of Mentalism. (Note: the placement of Bards and Monks in their respective realms has been a controversial topic since the birth of Rolemaster, and Rolemaster Unified has decided to vindicate the late Terry Amthor in death and make Bards into Essence-users and Monks into Mentalism-users)
And as if that wasnât enough, you also have professions that combine two different realms of magic, the so-called hybrid spell-users. These include the Astrologer (Channeling and Mentalism), Healer (in certain editions, as users of Channeling and Mentalism), Mystics (Essence and Mentalism), and Sorcerers (Channeling and Essence).
Profession in Rolemaster doesnât represent a linear path of class features or proficiencies like in D&D: they represent aptitudes characters gained through training early on in life and that still inform what types of skills they are best at learning. Rolemaster is ultimately a skill-based system where the costs of developing the various skills is locked in based on your choice of profession.
Since almost everything can be developed as a skill in Rolemaster it means that even a Thief can learn a bit of magic, a Magician can learn a bit of swordplay, and so on. Professions still play an important part in informing what your character is best suited for (a Magician will never be as good at swinging a sword as a Fighter of the same level), but there is an allowance for having your character pick up skills considered unorthodox for their profession.
Regardless of edition, character creation is usually a very demanding process, so be prepared to spend an afternoon just creating characters. Youâll be rolling stats, assigning them, rolling your stats again to figure out your stat potentials, choosing your realm of magic unless your profession determines it for you (characters from the realm of Arms get to choose a realm of magic from which they can learn some basic spells), developing spell lists, and doing a lot of math, and finally youâll have a character worth playing.
And then you can go and get them killed in a fight against a level 1 goblin
Why should I play Rolemaster?
Rolemaster is, at its core, very much a D&D style fantasy action adventure RPG, albeit one with pretensions of being a fantasy world simulator. Ultimately it is best suited for games where a group of characters collaborate on overcoming various challenges, whether those challenges be members of the local population and wildlife who want to visit violent deaths upon the characters, environmental obstacles, ancient riddles, curses, or any number of things that can be found in the various dangerous places in a fantasy world. It doesnât have the same amount of attention to detailed dedicated to dungeon-crawling as D&D does, but the game rewards exploration, combat, and overcoming obstacles, so those types of scenarios are what itâs clearly meant for.
As such, I think Rolemaster is best suited for groups who enjoy games along the lines of D&D, but whose frustrations with D&D include:
The abstract nature of D&D combat mechanics like hit points and armor class.
The lack of long-term consequences and general low-stakes of engaging in combat.
Lack of granularity beyond binary pass and fail in mechanics outside of combat.
Lack of realism No, anyone trying to sell you on the realism of Rolemaster is a liar. The tables are funny. If youâve ever looked at the wild surge tables of a Wild Magic Sorcerer and thought âGod, I wish my Fighter could roll on a wild surge table for swording badly,â Rolemaster might be for you.
Rolemaster is ultimately a silly funny game of big tables that still has a lot of good design under it. Its lack of abstraction in its funny critical hit tables means that a character is always at risk of suffering a permanent injury. To that end, the game has dedicated spell lists for its various classes dealing with repairing various types of damage to bone, tissue, and nerves, as well as for making prosthetic limbs. Itâs a game where you might have to make a decision to pull out of a dungeon not because you ran out of torches or hit points, but because your Fighter broke their arm and can no longer wield their weapon properly. Itâs a game where youâll want to pick your battles because even a stray goblin with a rusty knife can roll lucky and kill your Magician in a single stab.
Now those of you who have been reading along may be wondering, âWait a minute, extremely arduous and detailed character creation combined with high random lethality? That sounds horrible,â and good job, youâve identified something that has eluded the designers of this game for more than thirty years now. At this point I donât think it can even be considered a bug. Itâs a feature that the game has chosen to embrace.
Okay, so youâve managed to convince me, where do I get a Rolemaster?
And at this point my word processor crashed after I was getting ready to copy and paste everything to Tumblr haha I want to die.
Okay, so there are currently three editions of Rolemaster available. I will list them all here briefly, as well as a couple of games that are not strictly speaking Rolemaster but like⌠close cousins? Anyway,
Rolemaster 2e/Rolemaster Classic. The original flavor of Rolemaster from the eighties, and arguably the simplest version. This is for many, myself included, Rolemaster at its purest. It was reissued in the early 2000s under the name Rolemaster Classic with some quality of life improvements backported in from the various Companions. You will need Arms Law, Spell Law, and Character Law, but Creatures & Treasures is good to have (if not necessary: there are some creature and NPC stats found in Arms Law and Character Law, and Character Law and Spell Law give you enough to start statting your own magic treasures).
Rolemaster Standard System/Rolemaster Fantasy Role-Playing. In the nineties I.C.E. found that Rolemaster was in need of a complete overhaul, and Rolemaster Standard System was the result of that. Itâs basically the result of many lessons learned throughout the lifespan of Rolemaster 2e, for better and for worse, as it ended up upping the complexity significantly. It is a very mathy game, but the math is front-loaded into character creation, and paradoxically it is the easiest version to get into as you only need the core rulebook that has basic rules to get you started that can be expanded upon with the various Laws (named in a similar fashion as the Rolemaster Classic Laws). It was later renamed into Rolemaster Fantasy Role-Playing, and thatâs the version that is currently available.
Rolemaster Unified. After what feels like an eternity of playtesting the latest edition of Rolemaster has finally come out, and itâs still coming out slowly. Basically seeks to unify both lines of Rolemaster under one ruleset, and it is very much a best of Rolemaster. Purely by the quality of rules it is my favorite version of Rolemaster, but its presentation lacks some of the X factor of Classic. I also canât recommend it without reservation, as itâs still an unfinished game: Core Law and Spell Law are already out, meaning youâve got everything you need to make characters, make them do maneuvers, make them cast spells, make them fight, etc., but weâre still waiting for Creature and Treasure Laws to add some much-needed goodies into the proceedings.
All of the above are available via I.C.E. on DriveThruRPG digitally, with print-on-demand options available for some.
And finally, not-Rolemaster games that deserve mention:
Against the Darkmaster. This is Middle-earth Roleplaying (I.C.E.âs licensed Middle-earth RPG that was basically Rolemaster lite) but without the Middle-earth license, as well as with some modern game design considerations. While Against the Darkmaster lacks the granularity I have come to expect from my Rolemaster games (there arenât individual attack tables for each weapon, instead you have attack tables by weapon type) it is a fantastic game on its own merits and I absolutely recommend it. You also only need one book to play and run it which is fantastic.
Lightmaster. Lightmaster is basically Rolemaster 2e rebuilt with a d20-based system using the D&D 3e System Reference Document and the Open Gaming License. It simplifies Rolemaster 2e to make it more recognizable to someone who has only played d20 system versions of D&D, but still maintains enough of its identity. Itâs also available digitally for the low low price of pay what you want, so I absolutely recommend you check it out if youâre on the fence about Rolemaster but still curious.
The Big Damn Rolemaster Megapost
Since I post a lot about Rolemaster (the number one RPG for insane people) and not everyone has seen my Rolemaster posts I end up answering a lot of the same questions: what is Rolemaster? Where do I get one? What are the differences between the different versions of Rolemaster? What the fuck is up with that dang turtle? So I decided that I'm going to collect them all into one single post. Or more like a big post of posts.
First of all, a brief history lesson, or What even is a Rolemaster?
Okay, so how do you actually play Rolemaster?
Quite revolutionarily for its time, Rolemaster actually had a core mechanic. Almost everything was resolved as a roll of 1d100 + various modifiers (from attributes, skill ranks, racial bonuses, and so one) with the result cross-referenced on an appropriate table. Straight 1d100 rolls are surprisingly rare though, as most maneuvers will involve an open-ended d100 roll, meaning that on an unmodified roll of 01-05 you roll again and deduct the result of the second roll from the result, and on an unmodified roll of 96-100 you roll again and add the result of the second roll to the result. This can theoretically happen again and again although on further rolls only rolls of 96-100 trigger further rolls, but this means you can theoretically get results lower than -100 or in excess of 200. Spell-casting and attack rolls represent yet another exception, where in most cases those checks are âhigh open-ended,â meaning they only trigger extra rolls on results of 96-100 (the lower range is usually reserved for special results like fumbles and spell failures).
If you were making an attack roll your attack roll will be cross-referenced on a table appropriate to your weapon with the enemyâs armor type to determine the amount of concussion hits dealt as well as any critical hit inflicted along with its type and severity, which will trigger a further roll on an appropriate critical hit table. With maneuvers the exact procedure may vary, but you will either be rolling on an appropriate table (for moving maneuvers or static maneuvers), or rolling against a set difficulty (for âClassicâ static maneuvers). Depending on the type of maneuver you were making you will either get a percentage result (for moving maneuvers and Rolemaster Unifiedâs percentage maneuvers) or one of various degrees of success (for static maneuvers and Rolemaster Unifiedâs absolute maneuvers). Those percentage results especially are fun, because they result in stuff like characters not quite making jumps or climbing so fast they have movement to spare at the end of their turn.
Ultimately, itâs just rolling the dice and adding some numbers and referencing the appropriate table. Obviously itâs not always that simple: some types of maneuvers might require quite a lot of math even to get to the actually rolling part. For an example, here are the Jumping rules from Rolemaster Standard System:
The Base Jump (Running Horizontal) for the average man of 5'10" is equal to 50" + (2 x St bonus in inches). For every 2 inches above or below this average height, add or subtract one from the Base Jump. The difficulties listed below assume that the character is running at a dash at the time of takeoff. For every speed category (Fast Sprint/Sprint/Run/etc.) below the Dash rate, raise the difficulty of the running jump by one (e.g., Hard becomes Very Hard, etc.).
Now obviously thatâs a lot, but itâs there for a reason: there are very few games out there where you can find out a characterâs exact jump length in inches, roll a jumping check, cross-reference that to a table, and find out that the character only made 70% of their jump, which will force you to roll for falling (and obviously falling requires an attack roll on an appropriate table!).
And every second youâre rolling on those tables you are invoking the gods of chance for one of the funny as hell results which you and your group can hoot and holler over.
So what types of freaks do I get to play in Rolemaster?
As stated, Rolemaster basically started out as a set of D&D house-rules. As such, it retains a lot of D&Disms. But itâs also got a lot of its own weird idiosyncracies.
First of all, races (and yes, Rolemaster still uses that word): Rolemasterâs basic spread of character races is very Tolkienistic. You have humans (in at least two flavors: the normie common humans and the DĂşnedain-like high humans), elves (of three or more flavors: usually high, wood, and fair elves), half-elves, dwarves, halflings, orcs (of two varieties: common orcs and the Uruk-hai styled greater orcs), and trolls. Various supplements over the years have added further races to play with, and the recently released Rolemaster Unified features a bunch of uncommon races straight out of the book to demonstrate how the system can be used to build new races. These uncommon races include a bunch of furries and scalies (cat-people, two types of canine humanoids, snake people, lizard people, frog people), as well as four-armed orcs, blue halflings, goblins, kobolds, and hobgoblins among others.
But itâs in the professions (the Rolemaster term for classes) you start to see what Rolemaster is really about.
Rolemasterâs professions are divided into ârealms.â These realms are basically like D&D 4eâs power sources. You have the realm of Arms, which includes all characters who rely on mundane skill over magic, and over the years the realm of Arms has included professions such as Fighters, Thieves, Rogues, Warrior Monks, and the aptly-named No Profession profession. You have the three realms of magic, each corresponding roughly to a type of magic in D&D. Channeling is magic that comes from the gods, and the realm of Channeling has over the years included professions such as Clerics, Animists, and Healers (originally: the Healer has since been moved elsewhere). Essence is raw, elemental magic, and users of Essence include Magicians, Illusionists, and Alchemists. Mentalism is magic of the mind, close to D&D psionics, and it has over the years featured professions such as Mentalists, Seers, and Lay Healers.
In addition to those you also have so-called semi spell-users, professions that combine one of the realms of magic with the realm of Arms: Paladins and Rangers as semi spell-users of the realm of Channeling, Monks and Dabblers (basically a type of magic-using rogue specializing in mechanisms and contraptions) as semi spell-users of the realm of Essence, and Bards and Magents (mage agents, mentalism-using spies and assassins) as semi spell-users of the realm of Mentalism. (Note: the placement of Bards and Monks in their respective realms has been a controversial topic since the birth of Rolemaster, and Rolemaster Unified has decided to vindicate the late Terry Amthor in death and make Bards into Essence-users and Monks into Mentalism-users)
And as if that wasnât enough, you also have professions that combine two different realms of magic, the so-called hybrid spell-users. These include the Astrologer (Channeling and Mentalism), Healer (in certain editions, as users of Channeling and Mentalism), Mystics (Essence and Mentalism), and Sorcerers (Channeling and Essence).
Profession in Rolemaster doesnât represent a linear path of class features or proficiencies like in D&D: they represent aptitudes characters gained through training early on in life and that still inform what types of skills they are best at learning. Rolemaster is ultimately a skill-based system where the costs of developing the various skills is locked in based on your choice of profession.
Since almost everything can be developed as a skill in Rolemaster it means that even a Thief can learn a bit of magic, a Magician can learn a bit of swordplay, and so on. Professions still play an important part in informing what your character is best suited for (a Magician will never be as good at swinging a sword as a Fighter of the same level), but there is an allowance for having your character pick up skills considered unorthodox for their profession.
Regardless of edition, character creation is usually a very demanding process, so be prepared to spend an afternoon just creating characters. Youâll be rolling stats, assigning them, rolling your stats again to figure out your stat potentials, choosing your realm of magic unless your profession determines it for you (characters from the realm of Arms get to choose a realm of magic from which they can learn some basic spells), developing spell lists, and doing a lot of math, and finally youâll have a character worth playing.
And then you can go and get them killed in a fight against a level 1 goblin
Why should I play Rolemaster?
Rolemaster is, at its core, very much a D&D style fantasy action adventure RPG, albeit one with pretensions of being a fantasy world simulator. Ultimately it is best suited for games where a group of characters collaborate on overcoming various challenges, whether those challenges be members of the local population and wildlife who want to visit violent deaths upon the characters, environmental obstacles, ancient riddles, curses, or any number of things that can be found in the various dangerous places in a fantasy world. It doesnât have the same amount of attention to detailed dedicated to dungeon-crawling as D&D does, but the game rewards exploration, combat, and overcoming obstacles, so those types of scenarios are what itâs clearly meant for.
As such, I think Rolemaster is best suited for groups who enjoy games along the lines of D&D, but whose frustrations with D&D include:
The abstract nature of D&D combat mechanics like hit points and armor class.
The lack of long-term consequences and general low-stakes of engaging in combat.
Lack of granularity beyond binary pass and fail in mechanics outside of combat.
Lack of realism No, anyone trying to sell you on the realism of Rolemaster is a liar. The tables are funny. If youâve ever looked at the wild surge tables of a Wild Magic Sorcerer and thought âGod, I wish my Fighter could roll on a wild surge table for swording badly,â Rolemaster might be for you.
Rolemaster is ultimately a silly funny game of big tables that still has a lot of good design under it. Its lack of abstraction in its funny critical hit tables means that a character is always at risk of suffering a permanent injury. To that end, the game has dedicated spell lists for its various classes dealing with repairing various types of damage to bone, tissue, and nerves, as well as for making prosthetic limbs. Itâs a game where you might have to make a decision to pull out of a dungeon not because you ran out of torches or hit points, but because your Fighter broke their arm and can no longer wield their weapon properly. Itâs a game where youâll want to pick your battles because even a stray goblin with a rusty knife can roll lucky and kill your Magician in a single stab.
Now those of you who have been reading along may be wondering, âWait a minute, extremely arduous and detailed character creation combined with high random lethality? That sounds horrible,â and good job, youâve identified something that has eluded the designers of this game for more than thirty years now. At this point I donât think it can even be considered a bug. Itâs a feature that the game has chosen to embrace.
Okay, so youâve managed to convince me, where do I get a Rolemaster?
And at this point my word processor crashed after I was getting ready to copy and paste everything to Tumblr haha I want to die.
Okay, so there are currently three editions of Rolemaster available. I will list them all here briefly, as well as a couple of games that are not strictly speaking Rolemaster but like⌠close cousins? Anyway,
Rolemaster 2e/Rolemaster Classic. The original flavor of Rolemaster from the eighties, and arguably the simplest version. This is for many, myself included, Rolemaster at its purest. It was reissued in the early 2000s under the name Rolemaster Classic with some quality of life improvements backported in from the various Companions. You will need Arms Law, Spell Law, and Character Law, but Creatures & Treasures is good to have (if not necessary: there are some creature and NPC stats found in Arms Law and Character Law, and Character Law and Spell Law give you enough to start statting your own magic treasures).
Rolemaster Standard System/Rolemaster Fantasy Role-Playing. In the nineties I.C.E. found that Rolemaster was in need of a complete overhaul, and Rolemaster Standard System was the result of that. Itâs basically the result of many lessons learned throughout the lifespan of Rolemaster 2e, for better and for worse, as it ended up upping the complexity significantly. It is a very mathy game, but the math is front-loaded into character creation, and paradoxically it is the easiest version to get into as you only need the core rulebook that has basic rules to get you started that can be expanded upon with the various Laws (named in a similar fashion as the Rolemaster Classic Laws). It was later renamed into Rolemaster Fantasy Role-Playing, and thatâs the version that is currently available.
Rolemaster Unified. After what feels like an eternity of playtesting the latest edition of Rolemaster has finally come out, and itâs still coming out slowly. Basically seeks to unify both lines of Rolemaster under one ruleset, and it is very much a best of Rolemaster. Purely by the quality of rules it is my favorite version of Rolemaster, but its presentation lacks some of the X factor of Classic. I also canât recommend it without reservation, as itâs still an unfinished game: Core Law and Spell Law are already out, meaning youâve got everything you need to make characters, make them do maneuvers, make them cast spells, make them fight, etc., but weâre still waiting for Creature and Treasure Laws to add some much-needed goodies into the proceedings.
All of the above are available via I.C.E. on DriveThruRPG digitally, with print-on-demand options available for some.
And finally, not-Rolemaster games that deserve mention:
Against the Darkmaster. This is Middle-earth Roleplaying (I.C.E.âs licensed Middle-earth RPG that was basically Rolemaster lite) but without the Middle-earth license, as well as with some modern game design considerations. While Against the Darkmaster lacks the granularity I have come to expect from my Rolemaster games (there arenât individual attack tables for each weapon, instead you have attack tables by weapon type) it is a fantastic game on its own merits and I absolutely recommend it. You also only need one book to play and run it which is fantastic.
Lightmaster. Lightmaster is basically Rolemaster 2e rebuilt with a d20-based system using the D&D 3e System Reference Document and the Open Gaming License. It simplifies Rolemaster 2e to make it more recognizable to someone who has only played d20 system versions of D&D, but still maintains enough of its identity. Itâs also available digitally for the low low price of pay what you want, so I absolutely recommend you check it out if youâre on the fence about Rolemaster but still curious.
breaking into your radio frequency mid dogfight and going âsoooo do you have a crush on anyoneeeee?â
usa: united states of america
usb: universal serial bus
usc: university of southern california
usd: united states dollar
use: now this one's just a normal verb
usb is not a fcking bus for most pple???
what do you think usb stands for
the usb? Usb port in a laptop/pc. I'm not even sure what else to call it. The other end of your charging cable
so are you saying you don't think usb, the standard port, is an abbreviation for something?

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A second Dollar General has hit the server
Further update: Greg is trapping goblins in the Dollar General
the way heroes in Kalevala shift between being these major godlike beings and being men with families and fields and stuff like that has me thinking
e.g. Ilmarinen is said to have forged the heaven and wrought the air's foundations, VäinämÜinen was born from a continuous act of creation with the sun, moon, and stars, but later on, they're both very human. They're said to be brothers at one point, but later on aren't
Like, one way to play with this idea is to have explicit, like, forces of creation acting on the primordial world, but to inhabit it you have to shrink yourself, give up the things that made you able to shape it. When the work is done, you die as mortals
As primordial spirits, you were all kin to each other. As mortals, you aren't, you have new kin now, among the mortals
Another way to play with this idea is to go the other way. Huge acts of world-creation are in fact done by mortals. Mortals with secret skills and immense power within their discipline, but mortals nonetheless
Have you gotten to Kullervo yet? Thatâs where things really go âwha-huh?â even without involving that element of dubious divinity, to the point that Prof. Tolkien wrote his own version of the story just so it would make sense.
I'm reading the Kullervo story now, actually! His backstory has certainly changed even though it happened on the page. I'm at the part where he finds out his parents are alive and tries working for his dad and breaks a boat
Having read it, it seems like it's two stories, joined together with a combination deus ex machina and retcon. but it makes a certain amount of sense to me if I understand the front and back halves to be separate stories with distinct and incompatible ideas for who the characters are
i think we should all start using arabic words and phrases more often because its a beautiful language and also theres not really. english equivalents that have the same vibes
theres also the comedy potential of it. you guys dont know the joy of having your muslim friend text you "hopefully the racists in our city will all get sick and cant go to the protest" and you, as a pasty white guy, responding with "inshallah they get covid"
its a one hit KO every time. its fucking hilarious. theres no english word that has the same effect.
he also once texted me that he got over a mysterious illness he came down with (i think? i cant remember the exact context) and i responded with "subhanallah he is cured"
again, one hit KO. he lost his shit.
what im saying is we gotta normalise arabic. its just a language like any other, and it has some great words. its just like saying "thank god" or whatever, but theres so much variety and nuance. its beautiful
what do inshallah and subhanallah mean so I could potentially use em in the correct situations? And potential words I could use?
OK LETS DO THIS
disclaimer i am not arab or muslim and i dont speak arabic but @frogofalltime has explained these words to me and says im using them correctly lmao
inshallah - "if god wills it". like an "i hope this happens" kind of thing. remember the finding nemo poster "inshallah they find him" meme if that helps. used in future tense.
mashallah - "god has willed it", used when something good happened. can be used to denote awe about an event or person. used in past tense.
alhamdulillah - essentially "thank god" or "praise be to god". like mashallah and inshallah but stronger, and can be used in any tense (i think). he will be baked soon alhamdullilah
subhanallah - "glory be to god". like alhamdullilah but stronger. used for when something almost miraculous happens!
those are all the ones i remember off the top of my head im sure binya can add more (and also confirm whether ive got my translations right)
mashaallah robin my faithful student you translated and explained all of this so well :0
there's also astaghfirullah which means "i seek forgiveness in god" which you use when you or someone else does something haram (forbidden / sinful / wrong). tbh we use it in a lot of jokey contexts like if someone swears in a conversation you can call them out like "astaghfirullah haram !"
and bismillah which means "in the name of god" which you can use before doing something, we often use it before doing a difficult thing like when you are struggling to open a bottle or something lmao. or you can say it when someone falls or drops something or gets injured. idk
appalachians need this they will be unstoppable
Thereâs definitely something to doing a mix-and-match with semantically-similar rural-American colloquialisms. I think âInshallah and the creek donât riseâ has a nice ring to it.
Lord that rolls off the tongue so good đ
exposurejob from a girl with a huge following
every time i watch some piece of media about how abused children need to put in the work to understand their poor put upon parents i think about the scene in the asoue netflix show where klaus is told his shitty boss had a terrible childhood and says "i'm having a very terrible childhood right now". like damn gottem pack it up we can stop doing this narrative in film and literature now

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Hot World, Summer in the City Part IV: It Takes a Village
So now that we have the basics of the city-state down, we'll randomly roll a different community in its sphere of influence to focus on. This was certainly the plan all along, and in no way because I became overwhelmed by the prospect of populating a large city to the level of detail I wanted.
Applying a -10% to the roll, we generate a village, with a randomly rolled population of 599. We'll keep the racial demographics of the city-state. The village has a GP limit of 200 gp, and a purchase limit of 5,900 gp. It is located 17 miles from the main city.
The singular power center, with a 20+1 roll, is nonstandard, and the alignment is lawful good. We'll figure out the details after we know the spread of classes in the village, but we know that it has middling authority over the village, and most of the villagers are in the vicinity of lawful good.
The local sheriff is the second highest-level fighter, and commands 5 full-time deputies, with an additional militia of 29.
The character levels in the village are:
One 1st-level barbarian
One 3rd-level bard
Two 1st-level bards
One 2nd-level cleric
Two 1st-level clerics
One 4th-level druid
Two 2nd-level druids
Four 1st-level druids
One 3rd-level monk
Two 1st-level monks
One 1st-level paladin
One 1st-level ranger
One 7th-level rogue
Two 3rd-level rogues
Four 1st-level rogues
One 3rd-level sorcerer
Two 1st-level sorcerers
One 3rd-level wizard
Two 1st-level wizards
Two 1st-level adepts
One 3rd-level aristocrat
Three 1st-level aristocrats
One 10th-level commoner
Two 5th-level commoners
Four 2nd-level commoners
Five hundred and three 1st-level commoners
One 5th-level expert
Two 2nd-level experts
Seventeen 1st-level experts
One 5th-level warrior
Two 2nd-level warriors
Twenty-eight 1st-level warriors
Now we can finally get to the business of naming each and every one of these people.
Congratulations to @anim-ttrpgs
Because on this day 16 of RPGaDay , they are the first ones I thought of with the theme Composure
What's this about? I'm out of the loop.
So RPGaDay is an annual thing to promote ttrpg discussions. During August, each day there is a different prompt to inspire people. And the theme for Day 16 of this year was Composure.
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