Wombat
First Post
I only read the first edition of the book (and, from my answers below, you can probably see why).
At first I was quite hopeful, as the game as advertised as gritty and having far fewer magical items -- I liked that image.
I started reading and went, "Okay, essentially Sauron got the One Ring. So, game over -- the characters have already lost and the best they can hope for is death, and a death no one will remember because the Big Bad is utterly in charge." So, with that in hand, I pretty much gave up on the setting.
But it was the way magic items were handled that really puzzled and annoyed me. Now I forget the exact terminology used, as I sold the book off long ago, but there were different tracks that the heroes followed where essentially they gained the same power as magical items, but didn't need to carry them. Moreover, instead of a standard campaign where a character will gain an odd assortment of such items and has to cobble together a program out of what is found, here the characters knew exactly what powers they were going to get, precisely when, and could both plan accordingly and, more importantly, never lose the item (due to either over-use or theft).
Both of these counts sunk the setting potential for me.
At first I was quite hopeful, as the game as advertised as gritty and having far fewer magical items -- I liked that image.
I started reading and went, "Okay, essentially Sauron got the One Ring. So, game over -- the characters have already lost and the best they can hope for is death, and a death no one will remember because the Big Bad is utterly in charge." So, with that in hand, I pretty much gave up on the setting.
But it was the way magic items were handled that really puzzled and annoyed me. Now I forget the exact terminology used, as I sold the book off long ago, but there were different tracks that the heroes followed where essentially they gained the same power as magical items, but didn't need to carry them. Moreover, instead of a standard campaign where a character will gain an odd assortment of such items and has to cobble together a program out of what is found, here the characters knew exactly what powers they were going to get, precisely when, and could both plan accordingly and, more importantly, never lose the item (due to either over-use or theft).
Both of these counts sunk the setting potential for me.