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Middle-Earth Magic: Who did it right (if anyone)?

Started by crkrueger, July 29, 2016, 02:10:59 AM

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Akrasia

ICE produced a very 'rules lite' Middle-earth game called "Lord of Rings Adventure Game." It was level-less, only used d6s, and the magic system was quite 'low powered' (I think there were only 15 spells in total). The RPG was developed from the solo Middle-earth Quest books that ICE published.

It captured the flavour of Middle-earth magic quite well, IMO, but was rather constrained in what you could do with it. A skilled GM could have developed it in promising ways, perhaps.

My fondest memories of role-playing in Middle-earth are with MERP. I think *if* the GM used the optional 'corruption' rules, and the 'detection-by-Sauron' chart, then PCs would be quite careful in their use of magic. Still, it didn't really fit well IMO.

I think that TOR does a good job in portraying 'Tolkien-ish' magic. But the few times I played the system it left a bad taste in my mouth. (I'm trying it again this weekend, so perhaps I'll like it this time.)

I'm hoping that the 5e D&D version rekindles the old MERP magic!
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