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Tell me about your Adventures in Middle-Earth experiences, please
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<blockquote data-quote="zedturtle" data-source="post: 7810223" data-attributes="member: 6830534"><p>Yep, you're right, the <a href="https://www.cubicle7games.com/product/players-guide/" target="_blank">Player's Guide</a> is the place to start. It has all the rules to start playing in Middle-earth.</p><p></p><p>You'll benefit greatly from the <a href="https://www.cubicle7games.com/product/loremasters-guide/" target="_blank">Loremaster's Guide</a>. 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 <em>Adventures</em>, 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.)</p><p></p><p>Then you'll want to determine where you want to start. <a href="https://www.cubicle7games.com/product/wilderland-adventures/" target="_blank">Wilderland Adventures</a> 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.</p><p></p><p>For a slightly more sedate but open-ended start, you could look at the <a href="https://www.cubicle7games.com/product/bree-land-region-guide/" target="_blank">Bree-land Region Guide</a>. 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.</p><p></p><p>And, of course, there's lots more.</p></blockquote><p></p>
[QUOTE="zedturtle, post: 7810223, member: 6830534"] Yep, you're right, the [url=https://www.cubicle7games.com/product/players-guide/]Player's Guide[/url] is the place to start. It has all the rules to start playing in Middle-earth. You'll benefit greatly from the [url=https://www.cubicle7games.com/product/loremasters-guide/]Loremaster's Guide[/url]. 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 [i]Adventures[/i], 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. [url=https://www.cubicle7games.com/product/wilderland-adventures/]Wilderland Adventures[/url] 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 [url=https://www.cubicle7games.com/product/bree-land-region-guide/]Bree-land Region Guide[/url]. 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. [/QUOTE]
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