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| RPG
Reviews |
| Product |
| Lord of
the Rings Roleplaying Game |
| Content |
• 62
page softcover with Table of Contents
•
Twenty-three new prestige classes
•
Well balanced character design |
| Book
& Game Review |
| As
a work of art and a book, the Lord of the Rings Role Playing
Game "core book" is beautiful. The book is well
written, well edited, and has excellent artwork, most directly
from the books or movies of the same name. If you already
love the books or movies, then you might like this book.
The core book explains much about Middle Earth, about the
various races, and magic. The authors have certainly thought
a lot about the world in which the Lord of the Rings story
takes place. |
This
role-playing core book assumes that you have read J.R.R.
Tolkien's works. If you have not, you will miss many references.
Fortunately, the book includes brief descriptions of the
main places and people in the books (and movies). Unfortunately,
not having read the books means that you might not be able
to play the game as well as those game masters (GMs) or
players who have done so. This game uses Tolkien's works
as a script and as the whole and sole basis for this game
world. |
As
a Role-playing Game, however, this work falls a little
short. I have some minor quibbles and complaints about
the role playing system. It is more complicated than necessary,
though that should not interfere with game play too much
once you get started. Skills, Attributes, and Abilities
combine to allow a player to meet their "Tests" in
combat or plot development. In the end, after you take
a lot of time to read about character traits and select
one or two, for example, you then might get to add a few
points to an attribute. Your newer players can still have
fun creating their characters, but this might take quite
a long time. |
My
major complaint is against the philosophy of the game.
In a nutshell, for all major plot points "Thou shalt
not deviate from Tolkien". Only if you play far away,
in time or space, from the story line of the books can
your character do whatever he or she pleases. The authors
call game campaigns "grand epic stories", not
adventures. The games master is even called the "Narrator",
even though a good GM should never completely script and
'narrate' the plot of an adventure. Player characters must
have freedom to make decisions, not be tightly restricted
to the confines of a previously written plot. If a GM says "you
can't do that", the reason should be that a character
does not have the ability or strength, not because it will
ruin the GMs script (or Tolkien's plot) later on in the
game. Any experienced GM knows how frequently a game must
be modified during the course of play to account for unexpected
player decisions and odd plot twists. |
The
writers of this book state outright that you must not interfere
with the main story line. That works for a movie written
unalterably onto DVD, but not for a game played by unpredictable
human beings out to have a good time. When I buy a game,
I want to play it, not be confined to a fixed story line.
I think a new GM who uses this as his first role-playing
game book will probably not be prepared to play any other
games. |
| Conclusion |
If
you're an experienced GM who also loves Lord of the Rings,
by all means do buy this book. You'll have to simplify
the rules for new players. You might also have to convince
Tolkien purists that even if a main character dies or the
bad guy wins once in a while, it's all right. When you
take the books off of the shelf, in there the good guy
still wins. (It's amazing how the authors do not understand
this simple point.) If you're a new GM who thinks this
is a good way to start role-playing games, then I say don't
even think about it. If you really love Tolkien, then I'd
recommend buying this book for your amusement, but not
strictly for gaming.
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