Nicely put, WizarDru! I did run MERP a couple of times but ended up using the source material to run a couple of games using Avalon Hill's generic Runequest 3 rules with some modifications. I found that generating attributes not on a bell curve or with a point buy was really problematic for creating realistic, balanced characters; I found the portion of the rules occupied by table entries humorouslt describing people being pulverized a bit silly and juvenile (and I was 16 at the time!); I found that the magic system and experience systems were really the only ones I have encountered that were less adapted to Middle Earth and I found the currency decimalization absolutely laughable.
Still, unlike some on this thread, I liked the attempts by the designers to supplement the setting material left by the great man. They were hit or miss; but at least they sometimes hit, unlike the Dr. Who RPG in which all additional material was stupid and wrong. One example of a MERP success was a minor appearance of the Petty Dwarves from the Silmarillion (or rather their ghosts) in Eriador. But this just made the module worth buying; it didn't make me feel any better about purchasing a rules system in which, if I fell out a window hard enough I might learn a new language.
Still, unlike some on this thread, I liked the attempts by the designers to supplement the setting material left by the great man. They were hit or miss; but at least they sometimes hit, unlike the Dr. Who RPG in which all additional material was stupid and wrong. One example of a MERP success was a minor appearance of the Petty Dwarves from the Silmarillion (or rather their ghosts) in Eriador. But this just made the module worth buying; it didn't make me feel any better about purchasing a rules system in which, if I fell out a window hard enough I might learn a new language.