Sunday, March 1, 2026

ERA for Rolemaster

The ERA character creation system for Rolemaster works. It is a strange system, a batch file that pops up a webpage where you can create your characters, but I give them credit for making this cross-compatible and even including a Linux launcher. I tested the Linux version, and it works.

With Windows dying on the vine, seeing more indie devs embrace Linux and character-creation tools that run natively on it is encouraging. Not a day goes by that Windows isn't trying to steal and hide my files from me, and it sucks. I hate this new world, and I can see Microsoft banning local file storage one day.

There will be a day when I walk away from Windows, and that day is coming.

You can't "go back" once your character sheet is finalized, and you get a template sheet that you can "level up" and allocate skill levels. This is how Rolemaster works: you do a lot of work in character generation, "setting up a sheet" where the costs of different choices will be predetermined, and when you level, you will be spending CP to fill out those choices as you gain them.

Unlike GURPS, where the cost for skills in different categories is the same for everyone, in Rolemaster, your class and culture determine the costs you pay for different skills. You can go outside your build, but it will just cost you more points, so your fighter can learn magic. In that sense, Rolemaster is very similar to GURPS, but character creation sets up the cost for every skill in the game based on choices made. GURPS assumes every character is a blank sheet of paper, and a medieval fighter can go on to be an astrophysicist - you just have to spend the points. 

In Rolemaster, the cost for those science skills will be prohibitively high, and that fighter will struggle since that is not "who they started as in life," but they can do it, just not as easily as someone trained from a young age to do that task. The "class system" in Rolemaster defines what is easier for you in terms of future progress, but it does not completely control it.

GURPS is more in line with modern educational thinking, where anyone can retrain for anything at any age, whereas Rolemaster emphasizes the importance of early childhood education. In my opinion, your early schooling will determine much of your life, and it only gets harder the later you go in life when you try to retrain and do something new. Rolemaster understands the basic human condition and uses class and background to model a character's "early years" quite effectively.

This is why we can't shortchange education, nor allow it to be used as a trust fund for the greedy among us to raid and live off of. If you are not creating doctors and engineers at an early age, decades down the line, everyone will suffer, including those who stole from the system for short-term gains. You steal from education today, and there goes that doctor you will need 20 years from now.

Philosophically, I am more in line with Rolemaster's view of education, the traditional method of younger minds learn easier, and setting up those neurological pathways where a young mind can be trained to think in ways that make their career and later progress in their life in the areas their minds have been well-experienced in.

Rolemaster models early education as the character's "class choices," and those are the areas you are deciding: "I want to be great at these things later." The "Role" in Rolemaster is not for role-playing; it is more for the characters' "Role" in the world and life. The "Role" you set yourself up in for the story, and the "Role" you will take in a life on the stage built by your choices.

The ERA software does a good job building your character sheet and then letting you level up your character. You can create printable sheets with this software, and that helps a lot. Rolemaster is a d100 game with many skills, but it's simple to play; creating characters is a major hurdle.

The ERA software also serves as a "training tool" for character design, walking you through the steps and explaining what happens next. It helped me get a handle on the character creation method much more easily than reading the books.

Click on a spell list, and it tells you the known spells in that list. The HTML files it creates are nice for a basic reference sheet, but the "view character sheet" function feels more complete and useful during play. I like the spell lists in the character sheet view for my casters. Like GURPS Dungeon Fantasy, Rolemaster's spell lists start off in the "magical tricks" realm, and they gradually move into the more fearsome magics. GURPS does this through prerequisites, while Rolemaster does leveled spell lists.

They have modules for RMU, RM Classic, RM FRP, and Spacemaster Privateers. Some of the games are better supported with the books than others, and each book is a separate purchase.

This is a must-have for Rolemaster players, and it walks you through character creation slowly and lets you understand each step along the way. There is even a helpful system that explains what is happening on each screen. A strong recommend for Rolemaster players, and it gives you that confidence in character creation to start imagining characters in the game, and in your worlds.

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