RM is the system we always come back to, anything else is just light relief or because one of us might like the art work or setting of something 'different' once in a while. Of course, a good setting is easy to adapt to RM or SM, given a little time and effort.
I've played all kinds of systems, but I feel that my players and I, throughout the years, have a sort of empathy with RM. House rules are no longer rules which never came from the RAW, in everyone's mind they are now
the RAW and (almost) never disputed. Although today there was some disagreement regarding Spell Mastery and whether or not a spell could be altered to emulate a spell that already existed on another list, or whether the rule stated that no spell could be emulated from the list the spell belongs to. Of course, in such cases most people actually know the rules, but a desperate player will often try to stretch them
For me, and I could say, my players, RM is our RPG experience and although sometimes we reminisce about the golden days of gaming, we often forget that D&D, Runequest, Traveller or whatever, were the games we actually played back then and RM came a few years later.
Evolution has always been the key to a successful and enjoyable system, D&D proved that with sales, World of Darkness with material, but the evolution of RM is something much more esoteric, something we have made happen ourselves and something that every RM player and GM is extraordinarily proud of to the point (in my case at least) that
"if you're doing it different to me you're not getting the best out of it". I can't help myself in answering questions posted about RM with my own interpretation of the rules adn I don't think I'll ever stop...but from now on, I think I need to add a disclaimer to my signature, just in case some readers think I am answering with sterile RAW facts
Long live Rolemaster! or should I say "Long live
my Rolemaster!"