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Tell me about your Adventures in Middle-Earth experiences, please
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<blockquote data-quote="Lancelot" data-source="post: 7433792" data-attributes="member: 30022"><p>Actually, one final comment for anyone who is planning to get into AiME. I was initially unsure what everything was, in terms of released books. Here's how it works...</p><p></p><p>The <strong>Players Guide</strong> is the PH, and the <strong>Loremaster's Guide</strong> is a combination DMG and (abbreviated) Monster Manual. You need both of these.</p><p></p><p>I'd say the next-most important purchase (if you're new to the setting) is <strong>Wilderland Adventures</strong>. This is a 6-7 module Adventure Path, running up to about 7th level. Gives you a good feel for how a campaign runs, and how a module should "feel".</p><p></p><p><strong>Eaves of Mirkwood</strong> is a good intro module (along with GM screen), but it's pretty brief. We're talking a single-session 1st level module. Nice, but as a very experienced 5e DM, I didn't find it essential.</p><p></p><p><strong>Mirkwood Campaign</strong> is, basically, a skeleton structure on how to extend the 1st-7th level AP of Wilderland Adventures into a 30-year, up-to-15th-level campaign. It's not complete modules (due to space limitations), but it gives you 25-30 outlines for adventures that you can flesh out. These outlines include mechanical details: the stats for key NPCs or monsters, skill checks, etc. It's extremely good, although it does draw on some material from...</p><p></p><p>...the <strong>Rhovanion Region Guide</strong>. This is your gazzeteer for the setting; your Forgotten Realms Campaign Guide, if you will. My advice is that if you're only planning to run a "short" campaign (10-or-so sessions; up to 7th level), you only need Wilderland Adventures. But if you want to go deep into the setting and run a "long" campaign, you want both the Mirkwood Campaign and the Rhovanion Region Guide.</p><p></p><p>There's a map pack called the <strong>Road Goes Ever On</strong> which has a few optional rules, but this is non-essential and nice-to-have. Purchase if you're a completionist. There are good maps already available in the other books above.</p><p></p><p>Finally, Cubicle 7 is starting to release the hardback manuals for regions west of the Misty Mountains: Rivendell, Bree, Shire, etc. I think this is an entirely different campaign to the Mirkwood campaign, and I personally don't know a lot about it yet. I know that it's the AiME version of material released for TOR (The One Ring), but I've never played that game. Beside, the already-released Mirkwood stuff above will keep my group going for many months.</p></blockquote><p></p>
[QUOTE="Lancelot, post: 7433792, member: 30022"] Actually, one final comment for anyone who is planning to get into AiME. I was initially unsure what everything was, in terms of released books. Here's how it works... The [B]Players Guide[/B] is the PH, and the [B]Loremaster's Guide[/B] is a combination DMG and (abbreviated) Monster Manual. You need both of these. I'd say the next-most important purchase (if you're new to the setting) is [B]Wilderland Adventures[/B]. This is a 6-7 module Adventure Path, running up to about 7th level. Gives you a good feel for how a campaign runs, and how a module should "feel". [B]Eaves of Mirkwood[/B] is a good intro module (along with GM screen), but it's pretty brief. We're talking a single-session 1st level module. Nice, but as a very experienced 5e DM, I didn't find it essential. [B]Mirkwood Campaign[/B] is, basically, a skeleton structure on how to extend the 1st-7th level AP of Wilderland Adventures into a 30-year, up-to-15th-level campaign. It's not complete modules (due to space limitations), but it gives you 25-30 outlines for adventures that you can flesh out. These outlines include mechanical details: the stats for key NPCs or monsters, skill checks, etc. It's extremely good, although it does draw on some material from... ...the [B]Rhovanion Region Guide[/B]. This is your gazzeteer for the setting; your Forgotten Realms Campaign Guide, if you will. My advice is that if you're only planning to run a "short" campaign (10-or-so sessions; up to 7th level), you only need Wilderland Adventures. But if you want to go deep into the setting and run a "long" campaign, you want both the Mirkwood Campaign and the Rhovanion Region Guide. There's a map pack called the [B]Road Goes Ever On[/B] which has a few optional rules, but this is non-essential and nice-to-have. Purchase if you're a completionist. There are good maps already available in the other books above. Finally, Cubicle 7 is starting to release the hardback manuals for regions west of the Misty Mountains: Rivendell, Bree, Shire, etc. I think this is an entirely different campaign to the Mirkwood campaign, and I personally don't know a lot about it yet. I know that it's the AiME version of material released for TOR (The One Ring), but I've never played that game. Beside, the already-released Mirkwood stuff above will keep my group going for many months. [/QUOTE]
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