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REVIEW OF LORD OF THE RINGS: ROLEPLAYING ADVENTURE GAME: TWO TOWERS


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Overview

The Lord of the Rings Roleplaying Adventure Game: The Two Towers consists of an introductory roleplaying set plus wargame-like rules to depict the Battle of Helm's Deep siege. The game uses something of a "learn as you go" method to teach game mechanics and provide GM advice. The players play pregenerated characters (Aragon, Gimli, Legolas, and Gandalf) in a three-act adventure that is **exactly** like their roles in the Two Towers movie. The game ends with a wargame of the Battle of Helm's Deep.

Components

As a boxed set, the game consists of: an introductory sheet, Fast Play rules, character sheets, map sheets, counter sheets, dice, and the Battle of Helm's Deep adventure booklet.

Introductory Sheet

On the front of this sheet is the "What's in this Box" summary of the game contents. On the back is a "What is Roleplaying" introduction to, well, roleplaying. ("It's a movie you write as you go along.") (One b&w double-sided sheet.)

Fast Play Rules

The first two pages of this sheet summarizes the game rules presented in The Battle of Helm's Deep adventure booklet. Although not mentioned as the CODA system, the mechanics are essentially "Add 2 dice to your skill level to beat a target number". The second two pages explain the sections of the character sheets. (One 17" x 11" folded two-page b&w sheet.)

Character Sheets

Four pregenerated characters (Aragon, Gimli, Legolas, and Gandalf) are depicted in four-page double-spread glossy sheet color. Fantastic. On the first page is a photo of the character and primary stats. On the second is background information and abilities. On the third page is information the character knows, plus dialogue. (Yes, players have prewritten dialogue they may say at certain scenes during the game. I guess Gimli's "Our business is our own" is much better than the various Monty Python quotes my players would say...) The fourth page summarizes the rules and units the player has for the Battle of Helm's Deep boardgame scenario (more on that later). (Four 17" x 11" folded two-page color sheets.)

Map Sheets

The first poster-sized map sheet has a gorgeous color map of Middle Earth on one side. The second sheet has a color tactical map (hex grid on color map) of two scenes from the adventure booklet. The reverse sides of both sheets form a mostly brown "game board" for the Battle of Helm's Deep scenario. (Two 17" x 22" folded four-page color sheets.)

Counter Sheets

The counters are 1" circular counters, on two sheets of thin punch-out card. Each character and major NPC has a photo-quality counter. The remaining tokens, used both in scenes during the adventure and the Battle of Helm's Deep scenario, look more like symbols, similar to infantry units in wargames. (Each of these counters represents a legion of soldiers in the Battle of Helm's Deep scenario.) (Two one-page sheets of counters, 96 counters total.)

Dice

The four dice that came in this set have orange faces and black pips. Kinda ugly, actually.

Battle of Helm's Deep booklet

The booklet is divided in three sections: roleplaying rules, the roleplaying adventure (Acts I and II), and the Battle of Helm's Deep wargame (Act III).

Roleplaying Rules

This section provides a summary (similar to Fast Play Rules) of the character sheet and combat. (Nine b&w pages with movie photos.)

Acts I and II: Roleplaying

The roleplaying adventure almost exactly portrays Aragon, Gimli, Legolas, and Gandalf's scenes in the movie. Players are even given the same dialogue from the movie to say at certain points. But given that this is an introductory roleplaying game, the predictability of the adventure may be an asset for new players unsure of what to do in a conventional free-form roleplaying session. Like the movie, the roleplaying adventure emphasizes various skills, with some combat. It introduces mechanics a little at a time, with plenty of newbie GM advice. As said, it helps out the players by giving them dialogue (thus suggesting what action to take) during the game.

But also like the movie, Gandalf's character doesn't appear until Act II. And after Act II, the roleplaying session of the game is over. (Have the player who always arrives late play Gandalf...!) Some attempt has been made for unexpected player actions ("No way am I giving up my battle axe! I attack King Theodin's guards!") though nothing radical ("I don't care if Gandalf says they're safe! Screw Helm's Deep and let's go find the hobbits!"). (25 b&w pages with movie photos.)

Act III: Battle of Helm's Deep wargame

Although introduced as a "board game", this section of the game is more like a wargame. And unlike the roleplaying game, the wargame is a very different experience from the movie. Instead of being whisked from one dramatic scene to another, the players are actually in charge of the forces protecting Helm's Deep. As Leader units, their characters also get to participate in battle! The actions units can take simulate the movie. Yet gameplay is simple. Initiative and most actions use the familiar "2d6 + skill" mechanic. Players have infantry and archery units, plus their Leaders. The GM has infantry, archery, and siege units.

At the beginning of each round, each player (including the GM) rolls for Initiative (2d6 plus Siegecraft skill). In order of initiative, each player's units has either two standard actions or one full-round Action. Standard actions are: Attack (including ranged attack), Disengage (leave battle with an adjacent unit), Hold Ground (pass), or Move (unit must be disengaged).

To attack, the player rolls 2d6 + the Power of the attacking unit against 7 + the Toughness of the target unit. If he succeeds, the target unit loses one Size and must make a Morale check. To make a morale check, a unit rolls 2d6 + the unit's Morale against a target number of 15. If the unit fails its morale check, it loses another Size.

Infantry may also Charge (requires a move as the first action), Ram Gate, or Set Ladder as standard actions. As full-round actions, infantry may also Overrun (move through an enemy unit; unit must be disengaged), or Scale Wall. Archers may, as a full-round action, Volley (combining ranged attack against an enemy unit). Leaders have all of the above actions, and may also Break (intimidate an enemy unit into making a more test), and Rally (reorganize a unit which failed their morale test, thus increasing Size by one). Being cinematic heroes, leaders never lose morale and never perish!

The battle lasts for ten rounds, including reinforcements (mostly for the GM!). The battle is leaned in favor of the players (Boo! Send in more orcs!), but the GM has his fun sending huge numbers of bad guys at the players.

On the negative side, you're playing counters of various shades of brown on a brown map. You can see all the pieces (don't sneeze!) but it's a little on the drab side. Go bother your Games Workshop friend for his miniatures -- each hex on the map is a convenient 1". No summary sheet is provided, so you may wish to photocopy the rules the players.

It's also unfortunate that this isn't a complete rules set. Note that calvary units are not included, nor are leaders for the enemy. Units are not given point values so players and the GM cannot replay the battle with different army lists. Maybe someone from Decipher (Hi Matt!) will tell us if a complete wargame will be put out by Decipher.

Conclusion

I don't have any problems recommending this introductory game to its target audience: New gamers -- both roleplaying and wargaming. If you have more players (and wish to run the Lord of the Rings movie from the beginning) and don't mind the lack of a wargame, you may wish to instead purchase the Lord of the Rings Adventure Game. This game covers the Fellowship of the Ring (the first movie). Veteran GMs may find either product useful to introduce new players into gaming. Still, $30 is expensive for a game with little replay value. Its high production quality makes this more of a gift for new players than an individual purchase by an experienced gamer.

Now, then. What about that thread, "Bringing new players into the hobby"? (;


PRODUCT SUMMARY

Name: Lord of the Rings: Roleplaying Adventure Game: Two Towers
Publisher: Decipher
Line: Lord of the Rings RPG
Author: Matt Coville
Category: RPG

Cost: $30
Pages: 56
Year: 2002

SKU: 957
ISBN: 1-58236-957-7

View [ Printable Review ]


REVIEW SUMMARY

Comped Capsule Review
Cedric Chin
March 5, 2003

Style: 5 (Excellent!)
Substance: 4 (Meaty)

A pretty darn good way to "Bring new players into the hobby".

Cedric Chin has written 41 reviews (including 32 rpg reviews), with average style of 4.00 and average substance of 3.85. The reviewer's previous review was of Star Trek CCG: Second Edition (Basic Set).

This review has been read 3236 times.


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