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[Theory] Why D&D is Popular
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<blockquote data-quote="fusangite" data-source="post: 2458272" data-attributes="member: 7240"><p>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.</p><p></p><p>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 <em>Silmarillion</em> (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.</p></blockquote><p></p>
[QUOTE="fusangite, post: 2458272, member: 7240"] 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 [i]Silmarillion[/i] (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. [/QUOTE]
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