[TOR] New Middle Earth RPG

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Havard
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[TOR] New Middle Earth RPG

Post by Havard » Wed Jan 19, 2011 8:09 pm

http://akraticwizardry.blogspot.com/201 ... -news.html

Could be good, could be bad. Will be interesting to see how it turns out! :)

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Last edited by Havard on Mon Sep 28, 2015 11:13 pm, edited 1 time in total.

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Re: New Middle Earth RPG

Post by Azaghal » Thu Jan 20, 2011 9:08 am

Could be interesting, it seems rather limited in scope, yet it is designed that way.
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Dave L
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Re: New Middle Earth RPG

Post by Dave L » Thu Jan 20, 2011 9:14 am

No need, therefore, to provide a complete atlas of Middle-earth when the only playable area is actually Mirkwood. No need to draw on the thousands of years of history of Arda if the only playable period is actually the time when, after Smaug died, the frontiers were opened to travelers with curiosity and hopes for an eventful life. No need to list statistics for unplayable races like the Numenoreans or the High Elves. No need, like the old rulebooks, to offer every possible option to do anything in any way, but then not be used, in fact damaging the playing group that was trying to deal with many different and often conflicting demands that almost always went beyond the style of the Tolken canon.
Boo! :(

Stuff I want is highlighted, and they aren't giving any of it. :geek:

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Re: New Middle Earth RPG

Post by rabindranath72 » Thu Jan 20, 2011 9:48 am

Yep, I am in the playtesting group. Things have been really, really slow. The game was essentially rewritten between one playtest session and the next.
There are lots of cool ideas, one of them is a generational aspect, much like Pendragon, so that players start the campaign just after the death of Smaug, and it proceeds towards the War of the Ring, where the players might play the sons of the first PCs. The campaigns tend to be very short affairs, with a few keystone adventures, and time passes between one adventure and the next on a large scale (for example, one adventure per year.)
The starting book deals with the region of Dale, Mirkwood, the Lonely Mountain. The races are all the various Men living around there, plus elves of Mirkwood and Dwarves.

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Re: New Middle Earth RPG

Post by Falconer » Thu Jan 20, 2011 9:09 pm

Are you playtesting it in Italian?
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Re: New Middle Earth RPG

Post by rabindranath72 » Fri Jan 21, 2011 9:03 am

The author is Italian, but the game will be in English (and is being tested in English.)

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Re: New Middle Earth RPG

Post by rabindranath72 » Fri Jan 21, 2011 1:20 pm

I forgot: the second stage of playtest should start in a month or so. Until now we have been given only the Player's Manual; we have not had access to the Loremaster Book yet.

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Re: New Middle Earth RPG

Post by Falconer » Fri Jan 21, 2011 11:03 pm

So what does the Player’s Manual cover, and what (do you assume) the Loremaster Book will cover, if you can divulge such information? What did you do in your playtest?
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Re: New Middle Earth RPG

Post by rabindranath72 » Sat Jan 22, 2011 12:12 pm

Falconer wrote:So what does the Player’s Manual cover, and what (do you assume) the Loremaster Book will cover, if you can divulge such information? What did you do in your playtest?
The Player's Manual consists in a brief description of the setting and the races, the skills, the equipment and the backgrounds.
Herewith how a typical character creation session goes:
I will create a Dwarf of the Lonely Mountain, Hanar.

# STEP 1: Choose a Heroic Culture

- Record the Cultural blessing.

- Common skills (by Skill groups):
Personality (Awe 1, Inspire 2)
Movement (Travel 3)
Perception (Search 3)
Survival (Explore 2)
Custom (Song 1, Riddle 2)
Vocation (War 1, *Craft 3, Lore 1)
* Favoured skill

- Weapon skills
Axes 2, Short sword 1

- Cultural traits
Dragon-lore, Mining

- Background (I choose #1)
Strength 6, Heart 2, Wits 6
Bonus skill: Movement (Stealth 1)
Background traits: Proud, Vengeful

# STEP 2: Customise your Hero

- Rank favoured attributes: 2 Wits, 1 Strength, 3 Heart

- Spend Experience (65 points)
I increase Lore to 2 (15 points), Stealth to 2 (15 points), Explore to 3 (30 points), and I buy Healing 1 (5 points)

- Calling: Treasure-hunter
I choose the following favoured skills: Movement (Stealth) and Perception (Search)
Calling trait: Burglary
Shadow Weakness: Dragon-sickness

- Endurance: 28+3. Hope: 6+3

- I choose Wisdom 2 and Valour 1, so I get to select a Virtue: Spells and Curses.
Note that PCs do not have access to spells in the traditional sense. Magic is strictly tied to the races, and it's described in terms of Virtues.
Also character creation is pretty fast despite the details, since characters come in pre-packaged Backgrounds (there are at least two for each Heroic Culture) with a few detailed player choices at the end.

In the first playtest stage we tested mostly character creation, and the skill system.

In the Loremaster's Book there should be details of the setting, setup of campaigns, enemies, treasures.

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Re: New Middle Earth RPG

Post by Falconer » Sat Jan 22, 2011 8:22 pm

So, no Hobbits?
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Re: New Middle Earth RPG

Post by rabindranath72 » Sun Jan 23, 2011 9:02 am

Falconer wrote:So, no Hobbits?
Nope, not for the start (at least in the documents we have received.)
Since the campaign evolves both in time and geographically, they should be defined in the second or third set.

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Re: New Middle Earth RPG

Post by Azaghal » Sat Feb 05, 2011 5:17 am

Intresting, personally I want the stuff left out but I See the reasoning.
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Re: New Middle Earth RPG

Post by Havard » Sat Feb 05, 2011 12:16 pm

I have to say that I really dislike the approach of the narrow scope. But if the system is good, I guess it can be made to work regardless. I think a revision of the Decipher game would have been interesting to see though.

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