D&D 5E Tell me about your Adventures in Middle-Earth experiences, please

JonnyP71

Explorer
I genuinely think it is better than 5E - or rather is better than '5E is becoming', as the drip drip drip of bloat is underway and risks tainting 5E for me. The only criticisms I have read of AiME pertain to the perceived class imbalance, and as has already been said, that only has an impact if you go into it with the expectation of the ratio of combat to the other gaming pillars being similar to 'typical' 5E.

That is not the intention of AiME, AiME is The One Ring using 5E mechanics, typically even 2 combat encounters in a 6 hour session of The One Ring is considered high, so those expectations need to be applied to AiME. The Warden and Scholar play just fine using this intended playstyle.

AiME is not for everyone - if you want magic and crash bang wallop from your gaming look elsewhere. But if you want a beautifully crafted conversion of core 5E mechanics, a genuine low magic feel, a RP heavy gaming experience, and presentation to die for, then AiME is for you.
 

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Yaarel

He Mage
I admire how AIME repurposes the 5e core rules to craft a unique setting (with a distinctive playstyle), as a stand-alone game.

I feel 5e should have done something similar. Have setting-neutral core rules. Make a separate stand-alone game using the Forgotten Realms setting book. Then the players who want this setting wouldnt need to worry about any rules ‘drift’ that changes the feeling of the setting. And the players who want the Dark Sun setting book would have their own dedicated stand-alone game.

And all of us are playing D&D 5e core, as this neutral core continues to update various rules options.
 

Count_Zero

Adventurer
From a narrative level - how hard would it be to take some old MERP adventures and adapt them to Adventures in Middle Earth - not mechanically (I know that bit is going to require a total overhaul), just in terms of narrative structure?
 

Lancelot

Adventurer
From a narrative level - how hard would it be to take some old MERP adventures and adapt them to Adventures in Middle Earth - not mechanically (I know that bit is going to require a total overhaul), just in terms of narrative structure?

Pretty hard, in my opinion. I've got nearly every MERP/Rolemaster module and supplement released, but it's worlds apart from AiME's approach. Let's take some random examples...

Firstly, forget anything based outside the traditional settings of Hobbit and LotR. Sea of Rhun? Warlords of Harad? Court of Ardor? Nope. You'd need to create a bunch of new cultures for all of those (cultures = D&D races). And, because nearly all virtues (virtues = D&D feats) are culture-specific, you'd need to create a bunch of new feats. And armor/weapons. And monsters, because there aren't sand-wyrms and demons-beyond-the-pale and a whole bunch of other stuff appearing in those modules. You could use D&D equivalents, but you have to be careful - remember that the party has no access to magic weapons or spells, and long rests are very hard to come by.

But most DMs love building stuff from the ground up, so this might appeal. I've seen at least one DM adapt an entire Witchking-era Angmar setting, so that's cool if you've got the time.

Speaking of which... AiME is specifically set post-Hobbit / pre-LotR, so you immediately run into problems with MERP's timeline. Sauron is not at Dol Guldur, which is a deserted (?) ruin. Angmar and Arnor (Arthedain, Rhudaur, Cardolan) are already long-fallen. Tharbad is a ruin, Umbar is in decline, Minas Ithil is Minas Morgul, Thieves' Hold doesn't exist, etc.

Also, supplements like Court of Ardor and Southern Mirkwood are problematic due to the assumed power level and capabilities of the protagonists. AiME is a low-power setting. A single werewolf shows up, and it's a multi-adventure campaign-dominating event. Compare this with a bunch of corrupted Noldor lords and their massive citadels and armies, dealing with demons, communicating with magical Tarot cards (shades of Nine Princes in Amber), and attempting to put out the sun using the jewels of Ungoliant. But enough about the Court of Ardor, which was always one of the stranger entries in the MERP/Rolemaster line.

So, how about some of the more modest modules: Hillmen of the Trollshaws, or Assassins of Dol Amroth, perhaps? Yeah, maybe these could be mined for story ideas. But it's still a tricky business. MERP didn't model the Tolkien feel particularly well, in my opinion. You've got sprawling keyed dungeons, and small hordes of enemies, and treasure chests with x2 PP Multipliers and +15 longswords. It still runs with many of the base D&D assumptions, because that was the style of the time.

Even stripping out the loot and the magic and most of the combat encounters, you have two frequent narrative problems with MERP adventures. Firstly, many of them are quite happy to send the party into mysterious and untraveled locations. It's the classic "explore the unknown" driver from D&D. AiME characters, by contrast, tend to dread the unknown. If you wander into Shadow Lands (e.g. Southern Mirkwood, Mount Gundabad, the Mines of Moria), you're rolling Corruption checks by the bucket-load. Most AiME adventures occur on the fringes of the points-of-light. A journey into unknown areas is rare and very dangerous; you'd want to use these as the spice in your dish, rather than the main course.

Secondly, you'd want to use multiple MERP supplements. In classic D&D style, your typical MERP adventure assumes there is tons of excitement within spitting distance of (say) Bree. An AiME campaign needs a bigger setting than that to use the Journey rules. This is consistent with the flava of The Hobbit and LoTR, which are all about the journey. Most AiME sessions should see the party moving at least 20-50 miles (bearing in mind that the campaign timeline assumes an average of 1 adventure per year). That's not conducive to grabbing a single MERP module and trying to convert it.

...

My preferred approach is to use the official material (which is of outstanding quality), supplemented by re-tooled modules from old Dragon and Dungeon magazines. I specifically look for smaller adventures that are wilderness-based with few combat encounters, at least one notable NPC, and an interesting story hook.
 


BookBarbarian

Expert Long Rester
I've run a couple of sessions of AiME and completely agree with Lancelot.

Also I highly recommend the Eaves of Mirkwood product. It's a great little adventure that highlights the differences between 5e and AiME. It comes with a beautiful and useful GM screen, and contains alternate rules for the Scholar and Warden that give minor but much appreciated combat boosts.
 


Sacrosanct

Legend
I've run a couple of sessions of AiME and completely agree with Lancelot.

Also I highly recommend the Eaves of Mirkwood product. It's a great little adventure that highlights the differences between 5e and AiME. It comes with a beautiful and useful GM screen, and contains alternate rules for the Scholar and Warden that give minor but much appreciated combat boosts.


Agreed. In fact, I'd suggest using all of ToR supplement material with it. That's what I did when I DM'd it (Tales from Wilderland), and it wasn't too difficult to convert over. And it gives you a ton of material you can use.
 

I was a little underwhelmed by AiME myself.
As others have stated, it's very low combat. But the One Ring does that style already. I think I would have preferred the 5e version to be more like the movies and leaving the book-heavy game to be The One Ring to allow more styles of play and more ways of engaging in Tolkien's world.
5e has a very combat heavy chassis, and a lot of classes don't get much in the way of features apart from kicking ass. You really need an aware group that is okay with that style of game, or they're going to pick a fight and be disappointed by the result.
 

Yaarel

He Mage
I emphasize noncombat resolution in my modern urban setting.

But how does that style work for players in AIME? If there is only one combat, say, per session, what are the characters doing with their time?

I am imagining the team in the middle of a forest, or in the middle of a hamlet of 10 farms, and my mind is going blank about (interesting) noncombat stuff to do.
 

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