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The name's Davenport. I review games.
There're a lotta weirdoes I gotta deal with in this business, but I'm always glad to see my old buddy Mitch Reindeer stop by. (Wish he'd call ahead once in a while, but he's got this whole "arriving when most unlooked-for" schtick going.)
Now, I'll be straight with you here: I'm pretty sure his real name isn't "Mitch Reindeer". But Mitch's got this funny way of pronouncing things sometimes, and the only other thing I can get out of what he's sayin' is "Miss Reindeer".
Ma Davenport's little boy Danny ain't callin' an old bearded guy with pointy hat and a 7' wooden pole "Miss".
The "Mitch" thing used to bug him, but he got used to it. Hell, at least I can pronounce it. You should hear the other names he's got for himself. "Many names have I, among many peoples..." Sheesh. You gotta cut Mitch off quick before he gets on a roll, or you'll be listenin' to gibberish names all night.
So anyway, the other day he shows up in my office with this great big Orc-smitin' grin on his face. "I have joyous news indeed!" he announces. "The Lord of the Rings roleplaying license lives again!"
Ordinarily, I try to keep up a pretty cool front. Man's gotta rep to maintain, after all. But I don't mind tellin' you, this scoop had my jaw on the floor. The Lord of the Rings. The Big Kahuna of fantasy settings. And it was back.
Now, mind you, I'd never gotten into Iron Crown's Middle-earth Roleplaying. Too many rules for my taste. But from what I'd seen, I had to respect how well they'd covered the setting. These Decipher boys Mitch said got the Rings gig had some big shoes to fill.
Then Mitch tells me that this new version had to stick with The Lord of the Rings and The Hobbit -- nothing from The Silmarillion. I may not be the brightest bulb in the crystal chandelier, but seems to me that the whole history of Middle-earth, and a whole lot of explanation for what goes on in The Lord of the Rings, shows up in The Silmarillion. How, I wanted to know, did Decipher plan on getting around that not-so-minor detail?
"In two ways," he says, pausing to blow a smoke ring onto my hat rack. "First, they shall draw heavily upon the appendices of The Lord of the Rings. Much of the information they require may be found therein."
Well, I had to give him that. Not a perfect solution, but it helps. "And the other way?"
"Ah," he went on, arching one of those bushy eyebrows of his, "the second way is the surer path: They have hired me to keep watch over the game. Should a player venture near to forbidden knowledge, I am to bar his way and declare, 'You… shall not… pass!!!'."
I didn't see any good coming out of this. But it's like I always say: "Stay out of Wizards' business, 'cause they're hard to figure out and get pissed off real easy."
CONTENT
Introduction
Aside from its explanation of roleplaying -- which, I suppose, might actually make sense in the case of a licensed game such as this, as likely as any RPG to attract newcomers to the hobby -- this chapter is noteworthy for two reasons. First, it's here, not at the end, where the glossary was placed. And second, it's here that the book holds up The Lord of the Rings Roleplaying Adventure Game as an introduction to this, the full roleplaying game. Having played both now, I'd have to say that this is a rather shaky premise, given that the Adventure Game is only a roleplaying game in the very loosest sense. To be fair, though, the basic mechanic remains the same.
Chapter One: There and Back Again: The Realms of Middle-earth
This chapter quickly dispelled any lingering fears I might have had that the game would neglect the books in favor of the movies. On the contrary, this tour of Middle-earth goes into considerably more detail regarding certain areas of the books than does the story itself, drawing heavily upon the appendices to touch upon history dating back to the Second Age, and even, to a limited extent, the First Age. I was particularly interested to see the Lost Realm of Arnor get over two pages, as well as a couple of pages going to the Orc-and-Dragon-infested North. Well off the beaten path of the trilogy's central tale, these areas would provide plenty of room for adventure without much fear of continuity problems with the novels.
Also, for those of you disappointed by his absence from the movie: Yes, the description of the Old Forest does discuss that merry fellow, Tom Bombadil. (Sorry, no stats. But at least the book acknowledges his existence.)
The chapter even goes so far as to mention Bereliand and Elvenhome, which, we're told, are…
- "You… shall not… pass!!!"
Well, okay, so it mentions them.
At any rate, I certainly found myself impressed with the research that went into the geography and history of the setting.
Creating a Hero
This isn't so much a chapter as it is an introduction to character creation, which takes up the next five chapters. Aside from encouraging players to think about their characters' appearance, personality, and goals before proceeding on to the numbers, it offers up six ready-to-play archetypes, complete with names and backgrounds:
- Human (Dúnadan) Warrior
- Dwarf Warrior
- Elvish (Sindarin) Warrior
- Hobbit (Fallohide) Rogue
- Human (Dúnadan) Magician
- Human (Middle Man) Noble
Note that this selection, like the list of Orders itself (see below), is fairly fighter-heavy. If this seems off-putting, consider the number of warrior types in the books.
* * * * *
Playtest: This didn't seem to bother my players too much. Out of the group of four, one was satisfied with the Human Magician in all except name, and another merely changed one language skill to make the Human Noble a noble of Rohan rather than of Gondor.
* * * * *
Chapter Three: Might and Majesty: Attributes
Characters have six Primary Attributes, for which 2-12 is the normal human range of ability: Bearing (BRG), Nimbleness (NIM), Perception (PER), Strength (STR), Vitality (VIT), and Wits (WIT). The initial scores for these may be determined randomly, rolling 2d6 nine times and taking the six highest, or selected, assigning 10, 9, 7, 7, 5, and 4 and distributing 8 more points among them.
* * * * *
Playtest: I let my players select which method they wanted to use, and we didn't see a whole lot of difference either way. But it's nice to have the option.
* * * * *
As in D&D3e, these scores serve little purpose other than translating directly into attribute modifiers ranging from -3 to +3. Given the comparatively large range of attributes with a zero modifier (4-7), the low modifiers at the extremes (-2 at 2, for example), and the overall low range of scores, the value of attributes seems fairly low. I'm not at all certain that this was a wise design decision for LotR, given the emphasis placed on truly extraordinary individuals. Racial modifiers (see below) mitigate this problem somewhat, but not by much.
Characters also have four Reactions -- Stamina, Swiftness, Willpower, and Wisdom -- which are roughly equivalent to D&D saving throws. Players may choose between two primary attributes to be the starting score for each reaction. For example, Wisdom can be based either upon the character's Bearing or upon his Perception. This feels fairly appropriate to me. Many characters in the novels seem to draw upon one trait to make up for their shortcomings in another. Sam, for example, manages to be wise in his own way, despite his humble and unassuming nature.
Characters have a Defense score equal to their Nimbleness modifiers + 10, used as the base Target Number (TN) for attacks on the character.
The game uses a Wound Level system for keeping track of damage to characters. Characters have six Wound Levels (five, for Hobbits), with each wound level having an associated modifier. Characters can take damage equal to their Health -- their Vitality score plus their Strength modifier -- before dropping to the next Wound Level.
The system also takes Weariness into account. Weariness, too, has six levels, with a Stamina roll required to prevent the hero from dropping to the next level under tiring circumstances.
Characters start the game with three points of Courage. LotR's version of a hero point mechanic, these can either add +3 to a roll or else allow the character to perform some action for which his nerve might otherwise fail him -- facing down a dragon, for example.
Reknown determines how well known the character is. Another solid setting emulation mechanic, this starts at zero by default and grows based upon the character's deeds. It can make the character easier to recognize and may serve as either a bonus or a penalty to NPC reactions, depending upon the source of the Reknown.
Finally, Size can make a character harder or easier to hit, depending upon the size of his opponent, and affects the number Wound Levels the character has.
* * * * *
Playtest: The book's organization had already become an issue at this point. All scores dependant upon the final Primary Attribute totals had to wait, since those wouldn't be known until the racial modifiers from the next chapter were factored in.
* * * * *
Chapter Three: The Free Peoples: Races of Middle-earth
The game allows players to create characters from one of four races: Dwarves, Elves, Hobbits, and Men. The description of each race includes their overall nature, lands, languages, names, noteworthy individuals, favored professions, racial attribute modifiers, free skill and trait picks, and racial abilities. Where appropriate, the races have been broken down into sub-races: the Elves into Noldor, Sindar, and Silvan, the Hobbits into Fallowhide, Harfoot, and Stoor, and the Men into Dúnedan, Middle Men, Men of Darkness, and Wild Men. Also, each write-up includes several background packages with the skill and trait picks already made.
* * * * *
Playtest: Given the fact that this stage of character creation requires skipping ahead to both the trait and the skill chapters in the same step, most of my players were very thankful for those background packages.
* * * * *
As befits the setting, Elves are not balanced as compared to the other races. What surprised me a bit was the fact that this imbalance arises more from the sheer number of racial abilities they receive rather than from any overwhelming competence. No race -- not even the Elves -- gets more than a +2 attribute bonus, which in turn means that no race can have an attribute bonus of more than +4. So, while Elves in this game can do a lot of things that Men cannot, there is much less of a divide between Elves and Men in terms of general competence than there is in Warhammer FRP, for example.
For some reason, however, the authors seemed to change their mind regarding balance when it came to the Dúnadan. While they are obviously superior to other Men in the books, their perks are neither more numerous nor better than those of Middle Men (+1 Bearing and Wits as opposed to +1 Strength and Vitality). Men of Darkness -- Easterlings and Southrons lumped together, which seems wrong to me -- are slightly less well-off, with +1 to Nimbleness and Strength but a -1 to Wits. But the real shocker is that the true supermen of Middle-earth -- from the game's perspective, anyway -- aren't the Dúnadan, but the Wild Men. They end up with bonuses of +1 to Perception, Strength, and Vitality, and get a +2 bonus to all outdoorsy skills as well.
On a more positive note, Men of all types have their own racial perks, keeping them from being a plain-vanilla "default" race. The chapter also allows for Elven-blooded (but not Half-elven) Men such as Prince Imrahil, and explains that while only three unions of Man and Noldor or Sindar have occurred in Middle-earth history, unions of Men and Silvan Elves that were not recorded could have occurred.
Chapter Four: Warriors, Wizards and Kings: Orders
LotR uses a class/level system -- or Order/Advancement, as the game calls it -- that resembles D&D3e taken just a few steps further. Order determines the majority of the skills to which the starting character has access, the skills and attributes that the character can advance most rapidly, and the special order abilities the character may have (one per advancement). While I'm dubious about the need for classes at all -- particularly in Middle-earth, in which so many characters defy easy classification -- this seems a reasonable way to apply them. At any rate, combat ability is a function of skill, not Order, which is a marked improvement over D&D3e for my taste.
The Orders are:
- Barbarian
- Craftsman
- Loremaster
- Magician
- Mariner
- Minstrel
- Noble
- Rogue
- Warrior
Not a bad selection, really.
"Mariner" strikes me as an odd choice, however. While there are without question mariners in the setting, there's really not all that many places for a waterborne adventure to go. You can sail north and south along the coast, along rivers, or -- if you happen to be an Elf -- to the Uttermost West (and hence out of the game), but that's it.
"Craftsman" is a handy catchall for non-adventuring types. The system does make allowances for characters without Orders as a way to simulate individuals like the inexperienced Hobbits, but the Hobbits had the blessing of script immunity. I wouldn't advise doing the same in the game unless the GM is willing to exert large amounts of fiat to protect such characters.
Again, each Order includes several timesaving career packages. These nicely illustrate the range of each Order -- the Hobbit Shirriff package for Warrior, for example.
* * * * *
Playtest: I really liked having multiple levels of customization from which to choose during character creation, from ready-made archetypes, to race and Order packages, to completely from-scratch characters.
* * * * *
Those special abilities I mentioned are the kinds of abilities you'd expect for each Order, for the most part -- abilities to let Rogues hide in shadows and give Warriors more attacks, for example. Among the more exotic abilities are the Craftsman's ability to create refuges that erase Weariness and the Minstrel's ability to create illusions with his music. The text notes that several of them, like the aforementioned refuge ability and the Noble's ability to have a domain, aren't particularly useful to adventurers, who tend to move around a lot. The Magician's ability to cast spells is an order ability, so that Order's first pick is predetermined. (Loremasters can cast spells as well, but the ability is both optional and weaker for them.)
Speaking of Loremasters, one of their abilities is known as "Vala Virtue", which gives them the ability to invoke one of the Valar to gain certain blessings. But what are the Valar?
- "You… shall not… pass!!!"
Now, even if we aren't told what the Valar are, we do get the blessings of the only two Valar mentioned by name in The Lord of the Rings -- Elbereth and Oromë -- as examples. We're told that GMs "can easily create similar bonuses for other Valar," but who are the other Valar?
- "You… shall not… pass!!!"
...
I understand that Decipher is walking a fine legal line here, but this is ridiculous. Presenting a concept without definition is bad enough, and neglecting to even indicate where a definition might be found -- in this case, The Silmarillion -- is worse, but leaving the impression that further information could be forthcoming when it cannot be is inexcusable. Even a simple "any more information would be beyond the scope of this license" would have been an improvement.
But I digress.
In addition to the nine basic Orders, there are five Elite Orders (akin to D&D3e Prestige Classes) to which characters can aspire:
- Archer
- Captain
- Knight
- Ranger
- Spy
- Wizard
Now, if you're the kind of Tolkien geek I am, I can guess what you're thinking: "How can a PC become a Wizard? Wizards in Middle-earth aren't just powerful magicians! They're Mai-"
- "You… shall not… pass!!!"
*sigh*
Anyway, Wizards in the books are emissaries from out of the West, with everything that entails. The game fudges this a bit by suggesting that the Five Wizards were merely the first of their order to arrive in Middle-earth, and that they trained worthy Magicians and Loremasters to join them in their mission. That's as good an explanation for any for PC Wizards in this setting, I suppose.
I'm a little less comfortable with Rangers as an Elite Order, but for somewhat different reasons. While the Rangers are certainly "elite", I'm quite certain that they're a type of character that a sizeable number of players would like to play from the start. And from a setting standpoint, it seems to me that the Rangers of the North, at least, assume that position through their lineage and do not pursue a "lesser" profession first.
Chapter Five: Ringing Anvils and Rhymes of Lore: Skills
The basic LotR mechanic resembles d20 with a different die type: 2d6 + Attribute Modifier + Skill Rank vs. a Target Number. Skills are linked to attributes, but not "hard linked" (i.e., skills are paired with the attributes with which they are most often, but not always, used). The degree of success, when applicable, is determined by the amount by which the total beats the Target Number. Many skills are broken down into skill groups (e.g., Armed Combat: Blades), and most require the selection of a specialty (e.g., Armed Combat: Blades (Axes)), the latter giving a +2 to rolls involving the specialty.
Each skill described in the chapter gets a fairly thorough description, including a list of sample Target Numbers and specialties, extra modifiers (if any), whether or not the skill can be used for extended tests, and what, if any, skills provide a bonus to the skill's use.
I particularly like that last part, which the game calls "Affinity". Characters can get a +1 for each skill they possess that relates somehow to a specific use of a separate skill. For example, someone using Climb could get a +1 if he also had the Acrobatics skill. This nicely reflects a character's focus in a particular area, even if it doesn’t really reflect the true degree of that focus (i.e., the aforementioned character would get the +1 for Acrobatics to his Climb attempt regardless of his actual Acrobatics score).
Chapter Six: Stern Men and Resolute: Traits
This chapter covers edges and flaws, the availability of which is determined by the character's race.
* * * * *
Playtest: Again, if you don't go with an archetype or a package, there's lots of page flipping required here between this chapter and chapter three.
* * * * *
One thing that struck me was how arbitrary the placement of certain abilities seems to be between Order abilities and edges. For example, Dodge, Weapon Mastery, and Accurate are all traits, but Evasion, Favoured Weapon, and Deadly Shot are all Order abilities.
Adding to the confusion, the traits could also use some more descriptive names. Quick! You want your character to be fearless! Do you take Bold, Lion-Hearted, Valiant, or Valor? (Answer: only Valor helps the character resist fear.)
I do give the game credit for generosity in this area, however: the chapter includes 52 edges and 23 flaws. And there's some setting-emulating quality there to complement this quantity as well. Armour of Command, for example, gives characters a couple of points of damage resistance when fighting unarmored (like most of the Fellowship for most of the books). And Healing Hands gives a +5 bonus to Healing tests at the risk of Weariness in direct proportion to the severity of the wound (as demonstrated by Aragorn in the Houses of Healing).
I do have one major issue with the Hoard trait, which governs riches, but that will have to wait until the equipment chapter below for proper context.
Chapter Seven: Words of Power and Runes of Might: Magic
Magic in Middle-earth is a subject of much debate, and the general consensus I've heard regarding MERP is that the magic system was far too "fireballs and lightning bolts" to do the source material justice. Well, for the most part, I'm happy to report that when it comes to Middle-earth magic, Decipher "gets it".
The first sign of this understanding comes from their emphasis on the "subtle magic" of Middle-earth -- the clouds parting just in time to let the sun glint off an upraised sword, the land turning bleak and foul after conquest by the Enemy, blessed rivers washing away weariness, etc.
This subtle magic offers more than just special effects, too. Any character can invoke a curse, for example, or invoke the names of the Valar to hurt servants of Sauron or dispel despair. (Of course, you already know the story regarding the names of the Valar...)
- ("You… shall not… pass?")
(Right.)
But now we come to the really tricky part: spells and spellcasting.
Loremasters, Magicians, and Wizards must take the Spellcasting Order ability to gain spell picks. Loremasters get two spells picks each time that ability is selected, while Magicians and Wizards get five. Each spell costs a variable number of spell picks, and further picks may be applied to a spell in order to make the spell more effective and/or easier to cast.
The actual casting is, to my mind, the weakest part of the process. Spellcasting can result in Weariness, which is fine -- that both fits the source material and has a longstanding tradition in game design. The problem is that the success of the spell and the avoidance of Weariness depends upon a Stamina roll, which is based on either Strength or Vitality. Now, flipping back to Chapter Four, I look at the attributes considered most important for Magicians and see Wits, Bearing, and Perception, with Willpower and Wisdom being the usual favored reactions. In other words, spellcasting characters aren't expected to excel in the attributes that govern their hallmark ability. In game terms, it is the burly youth, not the aged scholar, who is the most natural magician. This runs directly counter to the source material, and as such, is a deeply flawed mechanic. Willpower, it seems to me, would be a far more logical choice of reactions to use for spellcasting.
Like I said, though, the Weariness itself isn't a problem for me. I even like the fact that the difficulty of the Stamina TN increases for repeated spellcasting within a limited period of time, as this helps explain why Gandalf didn't repeatedly blast his foes with fire and lightning.
* * * * *
Playtest: Make sure your spellcasting characters having something to contribute to a fight other than spellcasting, however, if you want them to be near a fight at all. One player took the Magician archetype, who lacks combat skills, whole-cloth from the book. In our trial combat, all he could really do was repeatedly cast the Lightning spell. The cumulative penalties quickly shut that down as well.
* * * * *
Things improve markedly from there, however, as the chapter takes basic spellcasting through a number of useful permutations that match the setting very well. For example, spellcasting ordinarily requires both words and gestures, but extra spell picks may be spent to eliminate the need for either or both. Furthermore, sufficient picks can turn certain spells into innate magical abilities, such as Beorn's shapechanging. And since not all beings in Middle-earth with such abilities are magicians -- again, see Beorn -- non-spellcasters can purchase innate magical abilities with the expenditure of sufficient advancement picks.
Given the specialties of the Wizards in the books, it's only fitting that the game's magic system incorporate specialties as well. For example, spellcasters can become particularly adept with Fire, Smoke, and Light like Gandalf, or with Beasts and Birds like Radagast. The system also takes into account the fact that some magic in the books clearly takes forms other than "traditional" spells: spellcasters can learn spellcasting methods such as Runes (popular with Dwarves) and Songs of Power (popular with Elves). Both increase the effectiveness of the spell at the expense of increased casting time -- duration from Runes, power from Songs of Power. Spellcasters can further tweak the potency of their spells by increasing the TN for the Stamina roll or by combining multiple spells.
But what of the spells themselves? Again, Decipher's extensive homework shines through. Every spell comes straight from the books, albeit with some of the spellcasting options required to make them match here and there. As a result, the spells are relatively low-key as fantasy settings go: While there are such things as lightning bolts and blasts of magical power, there's no teleporting, no flying, and no demon summoning. The spells are divided into two general categories: Wizardry (good magic) and Sorcery (bad magic). PCs can learn either, although using Sorcery risks Corruption (see below). However, countering a spell requires that the defender knows that spell, so good magicians can learn Sorcery spells safely as long as they only use the knowledge to block their use.
A discussion of magic items ends the chapter, complete with notable examples: Dwarf doors and toys, Elven food and gear, magic blades, Ent-draughts, Morgul-knives, the Palantiri, and, of course, the Rings of Power. I like the fact that the book distinguishes between literally enchanted items, like Gandalf's sword Glamdring, and "heroic" items which gain their power through fine craftsmanship, lost secret methods, or lineage and history, such as Aragorn's blade Andúril.
Even by Middle-earth standards, the magic weapons seem remarkably under-powered. Andúril, for example, gives its wielder a mere +2 to hit and a +3 to inspiration attempts -- hardly the stuff of legends.
Chapter Eight: Axe and Sword: Weapons and Gear
The chapter suggests that the GM shouldn't nickel-and-dime his players over equipment, simply letting them have whatever's reasonable. Not that there's much choice, since there is no means given to determine starting wealth aside from the Hoard trait. Which, of course, makes the Hoard trait a little silly -- non-Hoard PCs get everything the GM thinks they should have, and Hoard PCs get everything the GM thinks they should have plus something extra.
The weapon list is fairly small, which makes sense, given that there just aren't a whole lot of different types of weapons featured in the books. The weapon and armor lists struggle to be as authentic as possible, not just by what's included, but also what's excluded -- there are no crossbows, for example, and no full plate armor.
There's not really much differentiating the various weapons stat-wise. Almost all of them are rated 2d6 plus a modifier ranging from 1-7, and a few offer a small parry bonus.
Some weapons make no sense at all to take over others. For example, both the mace and the mattock do 2d6+4 damage, have no parry bonus, are medium-sized, and cost 3 silver pieces. But the mattock weighs 15 pounds to the mace's 9 pounds and requires two hands to the mace's one. This, in turn, means that the mattock can't be used with the two-handed attack maneuver, which gives +4 damage when using a one-handed weapon with two hands at the expense of giving foes a +2 to hit the character.
The text and the shield table are at odds regarding the value of shields. The text says that shields give a bonus to parry/block attempts and a penalty to attacks on the wielder, while the table stipulates that the attack penalty is only for ranged attacks. And whatever that attack penalty is, the text says that it's -3 for a small shield, while the table says that it's -5. As near as I can tell, the table has it right regarding what the attack penalty is, but the text is right regarding the small shield value. Just one of many annoying proofing errors in this book.
Chapter Nine: Good Words and True: The CODA System Rules
The skill chapter introduces the basic game mechanic. This chapter goes into the details -- mostly consisting of lots of tables of modifiers and accompanying descriptions.
Important details are often difficult to find. For example, the main text doesn't mention the fact that rolls open-end with a single d6 when both dice come up 6 -- that's relegated to a side bar. In at least one other place, the sidebar seems to contradict the main text: a sidebar on one page talks about the "action allowance" as being the number of actions a character can take per round (normally 2, with certain abilities allowing for more), while the text on the following page asserts that it is only the limit on unpenalized actions a character can take per round.
Combat
Aside from the many possible modifiers, combat is easy enough: a standard roll using Armed, Unarmed, or Ranged Combat with the target's Defense score as the TN. The defender can choose to Dodge or Parry/Block in response to a successful attack roll, with Dodges using a Swiftness reaction test and Parries/Blocks using Armed or Unarmed Combat. The total of a successful Dodge becomes the new TN for all attacks against that character for the rest of the round, but Parries/Blocks apply to only a single attack. There's some nice symmetry there, since the Swiftness reaction score will mostly likely be lower than the Armed/Unarmed Combat scores.
The problem is that the Defense score is already Nimbleness + 10. So, it's pretty unlikely that a Dodge attempt is going to make any difference.
* * * * *
Playtest: Our Elf Warrior managed to pull off a Dodge -- barely -- but he had the Evasion ability, which improves Dodge.
* * * * *
The biggest problem I have with combat, however, is that it is impossible to kill almost anything with a single blow. And I mean almost anything. On a successful hit, the player rolls for damage based upon weapon type and subtracts for any armor. Any remaining damage begins filling up the victim's Wound Levels. Damage rolls do not open-end, and superior attacks can either result in automatic maximum damage without the need for a roll or else in some form of special effect, such as unhorsing a mounted foe.
But remember that each Wound Level take damage equal to the character's Health score, which in turn is based upon the Vitality score plus the Strength modifier. So, an average person will have six Wound Levels of six points each, meaning that he can take a total of 36 points of damage.
The Balrog of Moria can do a maximum of 31 points of damage with its enormous sword.
* * * * *
Playtest: The Magician in our group hit a Troll with a Lightning spell, which the text says is "powerful enough to slay even mighty warriors". It just managed to drop the Troll one Wound level. Now, maybe you're thinking that Trolls are supposed to be really tough? Fair enough... except that the same spell wouldn't have killed the Orc involved in the same battle, either -- not even at maximum damage. Combat dragged so much as the characters bashed each other that I called the fight on account of boredom.
* * * * *
Corruption
Middle-earth is a morally absolute setting, and corruption is a very real threat. So, it's only fitting that Corruption be a very real game mechanic as well. Characters tempted by Evil or using Sorcery must make a Willpower roll to resist picking up points of Corruption, and learning Sorcery spells (with the intent of using them actively, rather than countering them) adds Corruption automatically. A disastrous failure forces the PC to give in to the temptation at hand, and a PC whose Corruption score is equal to his Bearing has become fully seduced by evil and serves Sauron, knowingly or otherwise.
Heroes can reduce Corruption by performing selfless deeds or, ironically, by getting a sufficiently high result on their Willpower roll to resist Corruption. That's the only real flaw I see in this mechanic: a character with high Willpower can lose Corruption by deliberately seeking out temptation or by using Sorcery.
Battles
The game offers two methods for resolving battles -- the basic method, and unit combat.
The former involves the GM assigning modifiers to the opposing sides based upon their relative strength advantage, then applying those modifiers to opposed rolls and moving the winner one step closer to victory. Rolls on separate tables may be used to determine the location and general disposition of the PCs during the conflict, if desired. It's a nice, simple system, although I'd prefer to play out the actions of the heroes in lieu of relying on a table.
Unit combat is somewhat more complicated, rating units in terms of size, strength (overall offensive prowess), toughness (overall defensive prowess), mobility, and morale, with attacks based on the leader's Siegecraft skill. Again, not a bad system, except that damage to units is based on (attacker's Strength + Size)-(defender's Toughness + Size). If those scores are equal, it becomes impossible for the attacker to affect the defender.
A hodge-podge of other rules in the chapter includes sieges and siege engines, horses, healing, Weariness, and travel.
Chapter Ten: Saga and Grandeur: Elements of Epic Fantasy
It is in this chapter that the book truly distinguishes itself as a Tolkien roleplaying game, stressing easily overlooked aspects of all that entails. For example, the natural world plays a huge part in the grandeur of the setting and should be played up whenever possible. Authority figures are treated with respect -- a stark contrast with the typical PC attitude, in my experience. Most importantly, heroes are expected to be heroes, not anti-heroes, and creatures like Orcs and Trolls are evil, not misguided and/or misunderstood. Good must be preserved in the face of overwhelming Evil. The in-depth analysis in this chapter will be just as valuable as any list of names and places in introducing a newcomer to the setting, if not more so.
Chapter Eleven: Storied Heights and Firelit Halls: Creating and Running the Chronicle
If the previous chapter was the "what" of Tolkienesque gaming, this chapter sets out to be the "how".
It starts out by breaking down the elements of a campaign all the way down to individual scenes, and examines the wide variety of campaigns that are possible. These include adventures set before the War of the Ring (the default setting), during the War, and in the Fourth, Second, and even First Ages. Again, I find the First Age suggestion awfully disingenuous, as the text gives no indication that that time period can never, ever be supported by Decipher. On the bright side, the chapter does include helpful tips for keeping your group's saga from overlapping with the course of the books, providing a sample chronicle set in the North to illustrate the point.
The chapter isn't limited just to advice, however -- it also includes still more rules and rules options.
Now, to my mind, a sure warning sign that a system has problems is a bunch of advice to the GM to ignore that system for the sake of the story. Such is the case here.
First, I will admit to a slight bias against the concept of "mook rules". Ideally, I'd prefer that PCs be able to cut a swath through minor NPCs because the PCs are quantitatively better, not because the NPCs are qualitatively handicapped. Still, I've played and enjoyed Feng Shui, so I can accept the concept in practice.
What I cannot abide, however, is the manner in which LotR implements the concept.
Remember how I said that nothing could be killed in one blow using the standard rules? Well, clearly, that won't work if you're trying to simulate the Orc-slaughterfests of heroes like Gimli and Legolas. So, LotR here suggests that rather than having unimportant NPCs take Wounds, they should be able to take from 1-3 success levels in hits before going down.
There are two problems with that.
First of all, this method totally eliminates damage as a factor. As a result, the strength of the attacker and his weapon and any armor worn by the defender all become irrelevant. It's just a game of tag. Deft but fragile characters take a sudden and inexplicable leap in competence as compared to burly warriors when faced with nameless hordes. (Yes, I know this is an issue in Feng Shui as well.)
* * * * *
Playtest: Just as an experiment, I pitted the PCs against two Orcs -- one using the standard rules, the other using the one-success "mook rule". As a result, the wee Hobbit lass in the group was able to drop the latter Orc with a single thrown rock.
* * * * *
Second, the enormous disconnect between what's possible using the standard and "mook" rules completely shatters suspension of disbelief, slapping players upside the head with the fact that they're fighting NPCs who don't matter. Why? Because players remotely familiar with the rules will know that there is no way to drop a foe in one hit unless the GM is using the "mook rule". (Contrast this with Feng Shui, in which it is at least possible to drop a "named character" with one punch.)
And because damage doesn't matter, the GM has to decide whether to let his players waste their time rolling damage that doesn't count or to blow his paper-thin cover by telling them that the rolls aren't needed.
* * * * *
Playtest: My players were completely flabbergasted when the aforementioned Hobbit lass dropped the Orc with her rock, especially when the Elf in the group fought round after round with an identical Orc using the standard rules. It was just transparently obvious that the Hobbit hadn't done enough damage to warrant a legitimate kill.
* * * * *
And as if this weren't enough rules tweaking, the chapter also suggests that the GM only pretend to roll to hit the PCs for all but major foes, or at the very least he should not allow the PCs to drop below the first Wound Level. The reason for this, we're told, is that while PCs shouldn't be loaded down with arms and armor, healing is very hard to come by in the setting.
It seems to me that it would have made far more sense to develop a combat system that actually fits the setting in the first place, rather than creating a system and then coming up with a series of ways to get around its shortcomings.
Experience
Of all the mechanics in the game, experience awards seems to be the biggest throwback to old-school D&D; or, rather, the biggest throwback to an attempt at "D&D done right". In addition to gaining experience from completing story objectives -- the points for which are divided equally amongst the group members -- individual PCs gain experience equal to the TNs of successful story-related tests, with the other PCs getting half that amount. That strikes me as being awfully Gamist for a setting like Middle-earth. By contrast, rewards for good roleplaying are relegated to an undefined and optional "little something extra". We're told that "depending upon the Narrator's personal style and the type of game she runs, good roleplaying may [emphasis mine] be as important as the completion of story objectives." After all of the effort this chapter and the one previous go to in explaining how to evoke the feel of the setting, this basically absolves players of any responsibility in aiding that effort, subject to GM discretion. I find that a really strange approach.
Chapter Twelve: The Fear and The Shadow: The Enemy and His Servants
In any new game, but especially in a new licensed game, one of the first things I check out is the bestiary. It generally seems to be a good indication of how thoroughly the core rulebook intends to cover its setting. In the case of LotR, I'd call the bestiary a decent start, but not much more. Included are stats for:
- Sauron (well, more like a pointed lack of stats)
- Nazgul (the Witch-King of Angmar and the eight Lesser Nazgul)
- Saruman ("Race: From across the Sea". Riiiiight…)
- Gollum
- Gríma Wormtongue
- Dunlendings
- Orcs (normal, Uruk-hai, and Half-Orc)
- Trolls (normal and Olog-hai)
- Balrog of Moria
- Barrow-Wights
- Brood of Ungoliant (Small Giant Spider, Large Giant Spider, and Shelob. But what is Ungoliant? "You… shall not… pass!!!")
- Hell-Hawk (The flying steeds of the Nazgul. No idea where they got the name.)
- Mumakíl (Oliphaunts)
- Wolves (normal, Wargs, and Werewolves)
While stats for individuals like Saruman and Gollum are nice from a curiosity standpoint, I'd rather have seen the space devoted to more creatures I'd be likely to use, like Dragons, Ents, and Great Eagles.
STYLE
Not being a big fan of the movies, I was happy to hear the initial word that the book would feature all original artwork and disappointed to see movie shots used almost exclusively in the finished product. That quickly changed, however. For the most part, my problems with the movies haven't been with the visuals -- the Rancor-embryo Cave Troll notwithstanding -- and the images are artfully applied and fit nicely with the surrounding text. (The cover image of the One Ring on Sauron's finger didn't impress me all that much, but that has more to do with the movie idiocy of a ring worn on the outside of Gothic plate armor than it does with the appropriateness of the image selection itself.) Almost all of the original art takes the form of the archetype illustrations, which are so good they leave me half wishing Decipher had stuck to the original artwork plan throughout the book. The layout is equally strong, although some of the abrupt shifts between dark and light backgrounds were a little jarring, keeping sections from hanging together as well as they might have. The original Tolkien maps of northern and southern Middle-earth in the front and back of the book, respectively, are a nice touch both visually and practically.
The writing goes the extra mile to convey a Tolkienesque feel, from the chapter titles to the spell names. The author understands and deftly evokes the wonder and majesty of the setting as he describes things, people, and above all, places.
The writing isn't quite so accomplished when it comes to explaining the rules, but it's the organization that really muddies those waters. Important information like open-ended rolls and multi-action mechanics appear in counterintuitive places, seemingly after the mechanic has already been covered. Running the game just required a lot more page-flipping than I have patience for. Thankfully, the book includes a 5-page index to make the process a little easier.
Even with all of that searching, however, the numerous errors in the text meant that I had no guarantee that the answer I found would be correct.
CONCLUSION
I had really high expectations for this game, and they weren't quite met. The fundamental mechanics work well enough for me -- even the classes and levels, which might have easily annoyed me. And the portrayal of Middle-earth feels remarkably genuine, nit-picks regarding the limits of the licensing agreement aside. But the rules display a noticeable lack of playtesting and include some sloppy kludges intended to make up for the system's shortcomings, and the text shows a lack of proofreading and organization. All of this quickly became too much for me to enjoy the game.
Fortunately, I feel very strongly that the game is salvageable with some work, if for no other reason than the love and understanding of the source material it displays. I'm well aware that there are already plenty of house rules out there already to deal with some of the issues I have, but I can't reasonably factor them into this review. What I will say is that if you're a diehard Tolkienite hoping for a Middle-earth RPG that truly captures the feel of the setting, and if you're willing to spend some time under the hood getting it to work to your satisfaction, maybe you should give this game a look. If making house rules isn't your thing, however, you'll be better off waiting for a second edition or else using a different system entirely.
SUBSTANCE:
- Setting
- Quality = 4.5
- Quantity = 3.5
- Rules
- Quality = 2.0
- Quantity = 4.5
STYLE:
- Artwork = 5.0
- Layout/Readability = 4.5
- Organization = 2.0
- Writing = 4.0
- Proofreading = -1.0

