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What's the Best System for Running LotR?
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<blockquote data-quote="Unwise" data-source="post: 6033370" data-attributes="member: 98008"><p>You have to be a little careful to define how LotR you really want your campaign to be and if that is really what you want. I love Middle Earth and I have used the setting before, but it is quiet constrictive.</p><p></p><p>Most RPGs, even MERP tend towards more overt acts of magic than fit well in the ME setting. Magic-Users tend to be more rare in ME than in most settings and their power tends towards subtly a little more. Magic also comes with consequences in the Third Age.</p><p></p><p>The comparative lack of a large monster manual is also a little problematic. It is not that there is not enough stuff there, it is just that any idea you might have for a cool adventure might not match the available monsters or style. Chimeras, Sphinxes, MindFlayers, Fiends, Angels, Efreeti etc are a bit jarring to include.</p><p></p><p>It is a little difficult to keep the feel of a LotR campaign. You can't just slot in generic adventures and maintain the traditional feel.</p><p></p><p>I liked MERP, it was a good system. I did find that is fall apart a little at higher levels; characters ended up quiet similar rather than diverging further apart. The other thing I house-ruled was the easier inclusion of secondary skills. They were a little too hard to come by in the original game and some of the were rather important for rounding out a character.</p></blockquote><p></p>
[QUOTE="Unwise, post: 6033370, member: 98008"] You have to be a little careful to define how LotR you really want your campaign to be and if that is really what you want. I love Middle Earth and I have used the setting before, but it is quiet constrictive. Most RPGs, even MERP tend towards more overt acts of magic than fit well in the ME setting. Magic-Users tend to be more rare in ME than in most settings and their power tends towards subtly a little more. Magic also comes with consequences in the Third Age. The comparative lack of a large monster manual is also a little problematic. It is not that there is not enough stuff there, it is just that any idea you might have for a cool adventure might not match the available monsters or style. Chimeras, Sphinxes, MindFlayers, Fiends, Angels, Efreeti etc are a bit jarring to include. It is a little difficult to keep the feel of a LotR campaign. You can't just slot in generic adventures and maintain the traditional feel. I liked MERP, it was a good system. I did find that is fall apart a little at higher levels; characters ended up quiet similar rather than diverging further apart. The other thing I house-ruled was the easier inclusion of secondary skills. They were a little too hard to come by in the original game and some of the were rather important for rounding out a character. [/QUOTE]
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