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

erachima

Explorer
If you're going to set a DnD game on Middle Earth, you're pretty much forced to be Elf Lords in order to have access to 90% of the system.

The players also probably want to mostly be Elf Lords, though, so this is less of a problem than it sounds like.
 

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zedturtle

Jacob Rodgers
If you're going to set a DnD game on Middle Earth, you're pretty much forced to be Elf Lords in order to have access to 90% of the system.

The players also probably want to mostly be Elf Lords, though, so this is less of a problem than it sounds like.

Are you familiar with Adventures in Middle-earth? We have custom Classes and custom Cultures so that we can use the base 5e mechanics but have folks fit into the world.
 



zedturtle

Jacob Rodgers
You sold me. I'm assuming the players guide is the first book I should start with? After that what should I get so I can run a campaign?

Yep, you're right, the Player's Guide is the place to start. It has all the rules to start playing in Middle-earth.

You'll benefit greatly from the Loremaster's Guide. Not only does it have lots of advice on bringing the game to life, it also has a bestiary, rules on magical artefacts and a breakdown of the mechanics behind the various components of the game. (In Adventures, a Journey or an Audience can be as important {and perhaps as dangerous} as a combat and the LMG breaks down the math on these so you can make your own tables.)

Then you'll want to determine where you want to start. Wilderland Adventures is a set of seven ready-to-run adventures that form a great campaign. You start with simple things like escorting a merchant through Mirkwood and dealing with missing Hobbits and by the end you're conferring with King Bard, fighting an ancient and evil spirit, and negotiating (hopefully — you certainly don't want to be fighting) with a Dragon.

For a slightly more sedate but open-ended start, you could look at the Bree-land Region Guide. Usually we produce a set of adventures for an area and a corresponding regional guide. Because Bree-land is a bit smaller than some of the other regions, you get both in one hardcover volume here. So you get three ready-to-run adventures, plus several adventure outlines and lots of adventure hooks.

And, of course, there's lots more.
 


Middle Earth never felt like a setting that needed its own rulebook. Disallow certain classes, be very specific in the monsters you select and you can use 5E without problem.

Most of the differences between ME and most 5E campaigns is over the game focus and style.
 

G

Guest 6801328

Guest
While I have a deep and abiding love for The One Ring, sometimes you just can't get a group to learn a new system. It's great that the core of 5e is flexible enough to easily adapt it to Middle-earth.

True, but I can't resist spreading the Good Word whenever the opportunity arises.
 



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