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<blockquote data-quote="Green Onceler" data-source="post: 8193849" data-attributes="member: 6991984"><p>Well, keep in mind, this is just my personal opinion. I suspect it is quite an unpopular one too, as ICE games seem to be very much out of favour and The One Ring was very well received.</p><p></p><p>For me, I found the barrage of Travel rolls in TOR somewhat tiresome. Especially as the results of these rolls are only interesting occasionally when one rolls an Eye to spark a hazard. The rest of the time, they just grind down characters' endurance which, while "thematic", I found pretty uninteresting.</p><p></p><p>Also, the mid-third age setting is more fun to me, being largely unexplored in the books everyone's read, you have more freedom to tell your own stories. 1600 Arnor is more appealing to me than the default Mirkwood interbook setting of TOR. The Witch King is this unknowable threat in Angmar, the Kingdom is shattered, and the plague has recently ravaged the region. Great stuff.</p><p></p><p>That said, the setting needs work. Mainly the removal of a lot of the magic items that are scattered throughout the setting books. This is one area, TOR does a lot better. Magic in general. MERP spells I find not too bad. The bard and animist spell lists seem fine to me. The mage definitely does not fit. </p><p></p><p>MERP also has a really fun Rolemaster-lite combat system, including a more light hearted iteration of the infamous critical tables. The critical tables keep combat deadly, as it should be in a Tolkien game, but I find them much more fun to use than TOR's combat, which never really grabbed me.</p><p></p><p>Again, my opinion only, and almost certainly a minority view. I'd play TOR again with a good LM for sure, but am not interested enough to run it. I'd either run or play MERP.</p></blockquote><p></p>
[QUOTE="Green Onceler, post: 8193849, member: 6991984"] Well, keep in mind, this is just my personal opinion. I suspect it is quite an unpopular one too, as ICE games seem to be very much out of favour and The One Ring was very well received. For me, I found the barrage of Travel rolls in TOR somewhat tiresome. Especially as the results of these rolls are only interesting occasionally when one rolls an Eye to spark a hazard. The rest of the time, they just grind down characters' endurance which, while "thematic", I found pretty uninteresting. Also, the mid-third age setting is more fun to me, being largely unexplored in the books everyone's read, you have more freedom to tell your own stories. 1600 Arnor is more appealing to me than the default Mirkwood interbook setting of TOR. The Witch King is this unknowable threat in Angmar, the Kingdom is shattered, and the plague has recently ravaged the region. Great stuff. That said, the setting needs work. Mainly the removal of a lot of the magic items that are scattered throughout the setting books. This is one area, TOR does a lot better. Magic in general. MERP spells I find not too bad. The bard and animist spell lists seem fine to me. The mage definitely does not fit. MERP also has a really fun Rolemaster-lite combat system, including a more light hearted iteration of the infamous critical tables. The critical tables keep combat deadly, as it should be in a Tolkien game, but I find them much more fun to use than TOR's combat, which never really grabbed me. Again, my opinion only, and almost certainly a minority view. I'd play TOR again with a good LM for sure, but am not interested enough to run it. I'd either run or play MERP. [/QUOTE]
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