So I'm considering a Middle Earth based game again, and considering using Savage Worlds for it. I tried a Middle Earth campaign back in 2009 but it was cut short by problems in the group. Back then, I used the Action! System, but that has no support and I was never thrilled with it. Thus far, I've played Savage Worlds, but never GMed it. Here's my initial thoughts:
1) I'm not going with a D&D-esque "zero to hero" approach. Nothing wrong with that in D&D, but I don't want to adopt D&D-isms just because of superficial similarity. Playing Marvel Superheroes one doesn't necessarily start as minor level characters who eventually become super. In the campaign, PCs might start off as ordinary hobbits, but they might also start off similar to other members of the Fellowship who are already heroes in their own right.
2) I don't see a need to insert in human spellcasters. There is magic in the world, but I'd keep it as Tolkien wrote. I would expect no PC who is like a D&D wizard.
3) I'm considering if I should handle a mechanism to handle PCs like Legolas and Samwise in the same party. In Cinematic Unisystem, it was assumed that there could be a mix of high-power PCs and low-power PCs, like Buffy and Xander. It was expected that there could be a PC Slayer and much less powerful PC in the same party. Savage Worlds seems like it could have similar based on the benny economy, but it isn't laid out.
4) Regarding bennies, I especially hate using GM bennies. I play my NPC opponents as if they are trying to beat the PCs (as they should), but I don't like using a metagame resource to beat the PCs. Can they just be dropped?
From search I've found two resources.
1) This is just most characters and monsters of the Lord of the Rings statted up in Savage Worlds.
http://www.merp.com/downloads/swme
2) This is a 25-page writeup on SW characters and gear for Middle Earth, but it uses assumptions I wouldn't including human spellcasters and balanced races.
https://dokumen.tips/documents/savage-middle-earth-the-trove-worldsfansavage-2018-12-27-savage-middle-earth.html
Savage Worlds is a very good system.
I would suggest using Savage Worlds Adventure Edition and the new Fantasy Companion to run the game.
I download both of the items and they both look like they are set up for Savage Worlds Deluxe so you would need to convert it a bit but that wouldn't be much trouble. I am considering maybe using this material myself.
Just my 2 cents?
Hmm. May I ask why SW? You just like the system, or do you think it will be a good fit somehow?
A pulp adventure system kinda seems an odd choice for Middle Earth.
Bennies - hm, I agree about GM bennies, never liked it. You could give Hobbit level characters full Bennies, Legolas/Gimli/Aragorn level characters half. Or just let everyone play Legolas/Gimli/Aragorn.
Savage Worlds could work well for a more action-orientated MERP game.
Not a million miles away from Hellfrost in some respects.
I've been a player/GM of Savage Worlds for about 12 years or so. It's an extremely versitile system, but it's not a good fit for all styles of play. It does pulp very well, and can handle traditional fantasy, but something with the tone of Tolkien's world would require knowing how to finesse the nuances of the system. For what it's worth, here's my advice:
Quote from: jhkim on February 24, 2023, 06:58:44 PM1) I'm not going with a D&D-esque "zero to hero" approach. Nothing wrong with that in D&D, but I don't want to adopt D&D-isms just because of superficial similarity. Playing Marvel Superheroes one doesn't necessarily start as minor level characters who eventually become super. In the campaign, PCs might start off as ordinary hobbits, but they might also start off similar to other members of the Fellowship who are already heroes in their own right.
Savage Worlds has very lateral progression. The PCs are already assumed to be "heroes", capable of over-the-top stunts right from the beginning, and Advancement just makes them better at whatever they are already built to do at CharGen. This can make SW a decent fit for a ME campaign: Aragorn, Boromir, and Legolas are all peak combatants, Gandalf is a literal deity in human form, and the hobbits all have plot-armor.
The generic fantasy races from the core SWADE book are pretty good for a Tolkien universe. They are simple and concise. The DnD-ism of just front-loading mountains of shit onto a race is not necessary at all in Savage Worlds (people try it, and it's stupid). This is part of the nuance of the system. Every character get a free die type in the Common Knowledge skill. Skills in SW are intentional broad and somewhat nebulous. What "Common Knowledge" represents for one character is not exactly what is means for another. So a dwarf doesn't need a "Stonecraft" ability because that's already covered by a dwarf's Common Knowledge. The GM needs to be quite flexible with how players choose to use certain skills. But this also means the GM has the authority to limit those skills too. Legolas is an expert at using a bow and has a high Shooting skill. If he picks up an Uruk crossbow, however, the GM is well within his rights to evoke a "familiarization" penalty, since Legolas has likely never used a crossbow before so his high Shooting skill won't be fully applicable.
Quote2) I don't see a need to insert in human spellcasters. There is magic in the world, but I'd keep it as Tolkien wrote. I would expect no PC who is like a D&D wizard.
Well, humans (and certainly elves) can learn "magic." It's just always very sublte and rarely flashy. Only supernatural beings, like the Istari or the Witch King, generally show any form of "outward" magic. To Tolkien, words held immense power, and things like curses and bonds, even spoken by normal people, carried weight. When Frodo bound Gollum to serve him, he swore on the Ring. When Gollum broke that bond, the fates twisted to cause him to fall to his death. There are other instances of real curses. Isildur cursed the men of Dunharrow to never know peace until they fulfil their allegience, and Aragorn, through word, released the curse.
This may be something you wish to implement through the use of Setting Rules.
Another one of the principles of Savage Worlds is the idea of assigning "trappings" to your abilities. There are countless little tweaks you can make to the game that don't fundamentally change anything, but do make things more interesting. For instance, there is no "knock" spell in the core rules, but through trappings, a mage can claim their Thievery skill (i.e.- lock picking) is magic-based. In lieu of tools, a GM might require a small expendature of Power Points to use the skill instead. "Elf magic" can function in much the same way. Succeed at a Stealth roll? Well, maybe you walk on top of the snow leaving very little trace. Real sorceresses like Galadriel, or the Istari (wizards), however, probably have actual Arcane Backgrounds and powers. Whether you want them as PCs is another matter.
Quote3) I'm considering if I should handle a mechanism to handle PCs like Legolas and Samwise in the same party. In Cinematic Unisystem, it was assumed that there could be a mix of high-power PCs and low-power PCs, like Buffy and Xander. It was expected that there could be a PC Slayer and much less powerful PC in the same party. Savage Worlds seems like it could have similar based on the benny economy, but it isn't laid out.
Characters will naturally vary in "power level" based on the player's choices made while building them. As a pulp system, SW puts a good deal of emphasis on combat. Non-combat-oriented characters will kind of be sidelined, but the system is robust enough that they aren't useless. The mechanics of Support and Tests are quite powerful if used correctly, and make even pacifists useful in combat.
Bennies probably aren't a good metric for delineating character power since they are a metacurrency designed to address and mitigate certain idiosynchrasies of the mechanics. If you want to create a power-disparity between characters, simply give some more Advancements.
Quote4) Regarding bennies, I especially hate using GM bennies. I play my NPC opponents as if they are trying to beat the PCs (as they should), but I don't like using a metagame resource to beat the PCs. Can they just be dropped?
Can they? Sure.
Should they? Probably not.
As mentioned, Bennies have an application as story-telling device, but they also serve as a means to fix some issues that arise from the swinginess of the dice. You absolutely don't need to use Bennies if you don't want to, but when your BBEG gets one-shot by a lucky roll, you might want to reconsider.
There are Setting Rules (like Hard Choices) that change the Benny economy you might want to look into. Or just create one of your own. Setting Rules are a crucial design decision to crafting the tone and style of the campaign you want to run.
QuoteFrom search I've found two resources.
Haven't looked at these at the time of writing. Might respond to them later.
Quote from: Trond on February 24, 2023, 11:26:33 PM
Hmm. May I ask why SW? You just like the system, or do you think it will be a good fit somehow?
Who was the question for?
Quote from: Effete on February 25, 2023, 08:16:37 AM
You absolutely don't need to use Bennies if you don't want to, but when your BBEG gets one-shot by a lucky roll, you might want to reconsider
I remember how much I hated playing Savage Worlds War of the Dead and realising that major bad guys could not be killed by a lucky shot. The Witch King spending a bennie to not be killed by a hobbit doesn't seem very ME either. The combat system is designed for pulp action, with the conceit that mooks drop like flies while BBEGs have lengthy combat scenes. Fine within its genre. Terrible for serious zombie horror, for Middle Earth, or even for Conan-esque pulp - Conan typically kills enemies with one blow; REH was never in to fight scenes.
Quote from: S'mon on February 25, 2023, 10:21:33 AM
I remember how much I hated playing Savage Worlds War of the Dead and realising that major bad guys could not be killed by a lucky shot. The Witch King spending a bennie to not be killed by a hobbit doesn't seem very ME either. The combat system is designed for pulp action, with the conceit that mooks drop like flies while BBEGs have lengthy combat scenes. Fine within its genre. Terrible for serious zombie horror, for Middle Earth, or even for Conan-esque pulp - Conan typically kills enemies with one blow; REH was never in to fight scenes.
Well the War of the Dead had all kinds of problems including being very railroady and other issues. If you try other settings it works better.
I tried War of the Dead, hated it and then cobbled something else together for a zombie game.
How much work are you looking to put into this?
I'm sure there are some Tolkien purists who would be horrified at the prospect of using Savage Worlds to run Middle Earth, but I think it's a fine choice to try to run the game provided you understand what Savage Worlds offers. Savage Worlds probably isn't the best system to run anything, but it's a good system to run pretty much everything. So if you're looking to make this the perfect Middle Earth experience for your players, you're barking up the wrong tree with Savage Worlds. On the other hand, if you want to just crack open a book and be 80% of the way there, Savage Worlds is your system.
Quote from: jhkim on February 24, 2023, 06:58:44 PM
1) I'm not going with a D&D-esque "zero to hero" approach. Nothing wrong with that in D&D, but I don't want to adopt D&D-isms just because of superficial similarity. Playing Marvel Superheroes one doesn't necessarily start as minor level characters who eventually become super. In the campaign, PCs might start off as ordinary hobbits, but they might also start off similar to other members of the Fellowship who are already heroes in their own right.
The wild die goes a long way towards making PCs highly competent at the skills they're trained for. The biggest boost in competence is that very first skill point to give your character their base level of proficiency, and it's all diminishing returns after that.
Quote from: jhkim on February 24, 2023, 06:58:44 PM
2) I don't see a need to insert in human spellcasters. There is magic in the world, but I'd keep it as Tolkien wrote. I would expect no PC who is like a D&D wizard.
PCs aren't allowed to take Arcane Background. Simple as.
Quote from: jhkim on February 24, 2023, 06:58:44 PM
3) I'm considering if I should handle a mechanism to handle PCs like Legolas and Samwise in the same party. In Cinematic Unisystem, it was assumed that there could be a mix of high-power PCs and low-power PCs, like Buffy and Xander. It was expected that there could be a PC Slayer and much less powerful PC in the same party. Savage Worlds seems like it could have similar based on the benny economy, but it isn't laid out.
Samwise doesn't take any Fighting or Shooting. Done. The d4 in Athletics that all characters get for free allows him to throw rocks at orcs. The fact that Samwise hasn't spent any points on combat skills does mean he'd have a few skill points to toss elsewhere. Like gardening.
The Support and Test mechanics in SWADE allow noncombatant characters to contribute to battle. Hobbits distracting orcs while Gimli does dwarf things. You can easily get the results you're looking for without doing anything fancy.
Quote from: jhkim on February 24, 2023, 06:58:44 PM
4) Regarding bennies, I especially hate using GM bennies. I play my NPC opponents as if they are trying to beat the PCs (as they should), but I don't like using a metagame resource to beat the PCs. Can they just be dropped?
Savage Worlds is a very versatile system. You can tweak it to do pretty much anything. Bennies are more for the players than the GM. You could easily just not give yourself Bennies. I regularly forget I have Bennies when I'm running the game, and that's not much different.
Although, my initial reaction was that you don't want to run Savage Worlds. Bennies are a pretty important part of the system.
Quote from: Trond on February 24, 2023, 11:26:33 PM
Hmm. May I ask why SW? You just like the system, or do you think it will be a good fit somehow?
Quote from: S'mon on February 25, 2023, 03:28:16 AM
A pulp adventure system kinda seems an odd choice for Middle Earth.
1) I don't want pure pulp action, but I want to try for something similar in tone to the Peter Jackson films. So cinematic but not pulp per se. I'm thinking of Helm's Deep as Legolas and Gimli chat over killing dozens of orcs, in both the books and the film. I want combat to move fast and feel cinematic, rather than too tactical or slogging.
2) I'd like it possible for powerful PCs to be relatively simple to play, rather than loaded down with special abilities, maneuvers, etc.
Of systems that I have more experience with, I think Cinematic Unisystem would be a close fit for what I'm doing. I used it for Buffy the Vampire Slayer, and it seemed fine. But it was never widely supported, and is now completely defunct. I've enjoyed Savage Worlds some already, and for future campaigns, I'd prefer to go with something that has more community and support today.
Savage Worlds for Middle Earth? Can be done as long as you're not trying to capture the grandeur of the entire narrative of Tolkien in one gulp. If you are - then Savage Worlds *can* do it, but it would take work because you're going to be using Savage Rifts-level mechanics to emulate Balrogs and big nasty Tolkien-dragons which generally are named creatures (and therefore probably not bog standard "dragons" from D&D). It *can* totally do it, otherwise you're going to lower the resolution of that narrative as in the Savage Middle Earth link you put in your first post.
A Noldor is *not* just those 4-point qualities and therefore a "playable race". They effectively made a D&D Elf with a Tolkien skin.
Your baseline should be SWADE Core and the Fantasy Companion. With those you can tweak up/down the resolution of "Tolkien" you want. Out of the box with very little effort you can emulate the cinematic movies pretty easy.
Quote1) I don't want pure pulp action, but I want to try for something similar in tone to the Peter Jackson films. So cinematic but not pulp per se. I'm thinking of Helm's Deep as Legolas and Gimli chat over killing dozens of orcs, in both the books and the film. I want combat to move fast and feel cinematic, rather than too tactical or slogging.
The standard combat rules will easily encompass this. Remember that PC's are Wildcards and most NPC's are Minions. Standard PC's will *generally* mow down Minions, and can have all the snappy banter they want. But understand Minions *are* dangerous if you leverage all the possible options. A whole bunch of Minions can drag down a PC that underesitmates them - Gang Up tactics, Ranged attacks, sheer numbers can definitely even the playing field with much more heroic fidelity than D&D with far less mechanical overhead. You can modulate that in-play pretty easy.
Quote2) I'd like it possible for powerful PCs to be relatively simple to play, rather than loaded down with special abilities, maneuvers, etc.
Savage Worlds combat does have its own combat modalities. Nothing you haven't seen before, Dual Wielding, Sword and Board, unarmed. etc. etc. but the mechanics are pretty tight so once you do a couple of rounds it's EASY. The trick comes when PC's have earned a lot of Advances and they'll have a lot of options opened to them that plugs into standard combat. As long as you've paced your game accordingly these options will be very organic and a non-issue.
Let's talk about your real concerns: Bennies.
I'm not a general fan of Bennies, but the way they're used in SW makes sense after you get into it. Most people see Bennies as "Lets Never Fail" chips. They're *not*. They have a lot of uses that plug directly into the mechanics in very specific ways (and if misunderstood - can actually trap the focus of the game).
First and foremost Bennies should ideally be used to do "Cool Stuff" - yes that means making sure an action succeeds. But the reality is PC's should be taking chances like "Called shots to the Head" (Legolas taking out that Goblin while making their way to the bridge of Khazad Dum) or Tossing Gimili over (Athletics check). Or other fun cinematic things.
Arguably the most mechanical necessary use for Bennies is to Soak. When you get hit, unlike in D&D, if damage gets through your Armor/Toughness, you can Soak the damage. It costs a precious Benny, so the natural instinct for Players is to HOARD THEM. Which of course makes them not use them for "Cool Stuff". This requires you as a GM to incentivize the Benny economy in accordance to the style of your game.
Not Handing Out Bennies Enough: PC's should be getting Bennies for roleplaying their characters according to their Hindrances (when it really matters) and doing pro-active stuff you as the GM want to see more of in your game. You'll find your players stop hoarding Bennies for combat.
GM Bennies - well these are completely in your control to use as you see fit to create tension and pace combat with your NPC's. One of the chronic issues is Players complaining about not "one shotting" NPCs. Well if the NPC is a Wildcard, they probably shouldn't be one-shot, but it *CAN* happen. I've seen it literally dozens of times where despite the Bennies thrown up to save an NPC - they get waxed by the PC's. But again, this is not normal. And you can let the dice do all the talking - nothing says you HAVE to spend your Bennies to attempt to avoid the fate of the dice. That's on you as the GM.
The Combat system has a LOT of options to let less "combat oriented" characters be very useful in combat. As mentioned upthread - the Support and Tests mechanics are brilliant. They allow for the creative input of all players to use their PC's in novel ways based on skills they actually have, vs. skills the system assumes they have.
As far as races - I'd custom make Humans, Dwarves, and Elves as specific regional varieties. I would disallow Noldor and probably only allow Sindar. But that's up to you. There are rules for Race creation that you can tune up or down as you see fit to get the version you want represented.
I'd disallow Arcane Backgrounds - this takes care of wizards. But if you use the SW Fantasy Companion you have tons of options for "magic" like knowledge. You might want to allow Alchemy or something and trim the powerlist down in terms of what you want PC's to be able to do. You have endless options in this regard.
Beyond that - SWADE+Fantasy Companion with specific adjustments should be more than enough to do cinematic LotR.
Quote from: GhostNinja on February 25, 2023, 10:19:58 AM
Quote from: Trond on February 24, 2023, 11:26:33 PM
Hmm. May I ask why SW? You just like the system, or do you think it will be a good fit somehow?
Who was the question for?
OP. I just thought Middle-Earth and SW was an odd combo
Quote from: Trond on February 25, 2023, 04:55:11 PM
OP. I just thought Middle-Earth and SW was an odd combo
Actually with SWADE and the new fantasy companion it really wouldn't be that odd.
Seeing how many times characters survive insane situations through luck or fate (bennies) I do not think SW is out of line in running Middle Earth. I do think some things can be used to make it a bit further from the pulp feel though (gritty wounds) and maybe bennies are a bit harder to come by and earn.
Thanks for the reply, tenbones. One big thing is that I think there are a lot of D&D-specific issues that have creeped into adaptations of Middle Earth, that are often at odds with the original Tolkien lore.
Two big issues are bennies and elves.
Quote from: tenbones on February 25, 2023, 02:16:24 PM
Let's talk about your real concerns: Bennies.
I'm not a general fan of Bennies, but the way they're used in SW makes sense after you get into it. Most people see Bennies as "Lets Never Fail" chips. They're *not*. They have a lot of uses that plug directly into the mechanics in very specific ways (and if misunderstood - can actually trap the focus of the game).
First and foremost Bennies should ideally be used to do "Cool Stuff" - yes that means making sure an action succeeds. But the reality is PC's should be taking chances like "Called shots to the Head" (Legolas taking out that Goblin while making their way to the bridge of Khazad Dum) or Tossing Gimili over (Athletics check). Or other fun cinematic things.
Arguably the most mechanical necessary use for Bennies is to Soak. When you get hit, unlike in D&D, if damage gets through your Armor/Toughness, you can Soak the damage. It costs a precious Benny, so the natural instinct for Players is to HOARD THEM. Which of course makes them not use them for "Cool Stuff". This requires you as a GM to incentivize the Benny economy in accordance to the style of your game.
Yeah, I had a problem with hoarding of True20 Conviction points, where their best use was for soak rolls. I'm wondering if I should split and give players separate Defensive Bennies and Action Bennies? I could give them out as different color poker chips, with white as action-only bennies, and red as defensive bennies. That way players don't have to trade off. Since an action benny can't be used to soak, players will spend it on the actions they really want. What do you think?
Quote from: tenbones on February 25, 2023, 02:16:24 PM
GM Bennies - well these are completely in your control to use as you see fit to create tension and pace combat with your NPC's. One of the chronic issues is Players complaining about not "one shotting" NPCs. Well if the NPC is a Wildcard, they probably shouldn't be one-shot, but it *CAN* happen. I've seen it literally dozens of times where despite the Bennies thrown up to save an NPC - they get waxed by the PC's. But again, this is not normal. And you can let the dice do all the talking - nothing says you HAVE to spend your Bennies to attempt to avoid the fate of the dice. That's on you as the GM.
I hate as a GM having to decide "Do I want to shut down the PCs lucky shot?" as an out-of-character choice. To keep up the feel of some enemies being Wildcards, though, maybe I'd assign wildcard NPCs a small number of action bennies and defensive bennies. Then they would use those more-or-less in-character for what they really want to do.
Quote from: tenbones on February 25, 2023, 02:16:24 PM
As far as races - I'd custom make Humans, Dwarves, and Elves as specific regional varieties. I would disallow Noldor and probably only allow Sindar. But that's up to you. There are rules for Race creation that you can tune up or down as you see fit to get the version you want represented.
From my reading/watching, even Sindarin elves like Legolas are objectively more than the equal of ordinary humans. Even just by the books, he can run full-tilt on a single rope over a river, walk on snow and not feel the cold, and see with the equivalent of telescopic vision. And obviously in the movies, Legolas is quite superhuman.
So race shouldn't be an equal choice, especially Sindarin as an equal choice to an ordinary human or hobbit. Also, given the mixed ancestry of so many characters, I don't know if I should have fixed categories for Noldor, Sindar, Silvan, and Numenorean as blood. Instead, maybe players can take qualities to represent how elf-ancestry-empowered their character is, like superpowers.
I'm also wondering how to have an elf like Legolas and a hobbit like Samwise in the same party. I think "White Hat" characters like Samwise should have more benny and luck-related edges to represent their grounding and support, even though they are in no way combat equal. Though I also think that hobbits' hiding ability is under-represented in most adaptations.
Best solution I've found to BBEG's and Bennies is to just give them extra no-penalty wounds equal to the number of Bennies you think they should have. That way big hits still produce progress... and you aren't the one negating the "big hit"... it just takes more actual hits.
Quote from: Chris24601 on February 27, 2023, 02:30:34 PM
Best solution I've found to BBEG's and Bennies is to just give them extra no-penalty wounds equal to the number of Bennies you think they should have. That way big hits still produce progress... and you aren't the one negating the "big hit"... it just takes more actual hits.
Sounds like a good solution. The superhumanly tough bad guy is a well-accepted trope.
Quote from: tenbones on February 25, 2023, 02:16:24 PM
Your baseline should be SWADE Core and the Fantasy Companion. With those you can tweak up/down the resolution of "Tolkien" you want. Out of the box with very little effort you can emulate the cinematic movies pretty easy.
As an aside, does anyone know when the SWADE Fantasy Companion is coming out in print? I see that the PDF is available on the Pinnacle store, but the physical book is only in preorder. I'd prefer to be able to browse a physical book at my local game store before buying.
June is the current estimate.
I tend to not use things like Fate Points, Luck Points, etc, and don't like meta constructs like Minions, Mooks, Wild Cards, whatever.
However, setting-based conceits I can use. For example, if you look at Conan, he's not an Ordinary Joe. For whatever reason, The Powers That Be have marked him as one of those people who can Shake the Pillars of Heaven. That's why Epimetrius intercedes on his behalf in Phoenix on the Sword, he's one of those people fated to get caught up in the Cosmic battles of Mitra vs. Set and be set against so many BBEG's.
Someone like that has Luck Points/Fate Points, whatever you want to call it. I liked WFRP1's way of doing it. For some reason, the PCs were marked for potential greatness (yes even the Ratcatcher and his Dog) and had Luck Points that could Get Them Out of Death Free. However, that was it. The player had no decisions to make about using them really.
Some of my players are used to PCs having a Metaphysical Stat (like Shadowrun's Karma) and have managed to internalize that essentially meta authorial choice as to when the "Luck Kicks In". Others don't make any conscious choices about them and just have them spent to prevent death, like WFRP1.
A flowing, back and forth robust meta economy like SW Bennies, and the Wild Card/Mook stuff are the reasons I just can't go with SW, despite how cool Savage Rifts was.
Someone thinking about SWME I'd point towards AiME instead.
So moving aside from Savage Worlds specifics. Something that came up in the licensed TTRPG thread (https://www.therpgsite.com/pen-paper-roleplaying-games-rpgs-discussion/why-do-we-buy-licensed-ttrpgs/) was that a number of posters weren't interested in playing in Middle Earth for several reasons. Steven Mitchell outlined his reasons - especially being attached to the story of the Lord of the Rings.
Now, if someone absolutely doesn't want to play in Middle Earth, then that's that.
But I wonder if there are people who have some degree of the same feeling, but would be willing to play a Middle Earth game in some cases but not in others.
I'll toss out some campaign ideas that might be OK:
1) Early 4th age, as elves are leaving, set on the edges of civilization where some of the really old things that the elves had kept in check are now coming loose. Stuff like the barrow wights, Old Man Willow, or Shelob. I think Mirkwood might be a center of mysterious shit. This wouldn't need to be alternate history.
2) Mid 2nd age, shortly after Sauron and the One Ring have been revealed. This is alternate history -- but since the details of this first war against Sauron are few, there's a lot of room for varied material. This would probably be high power with talented Numenoreans and Sindar elves as possible PCs. This wouldn't be near the end of the war, so taking out Sauron directly isn't on the table -- but taking out important allies and/or strongholds of his are.
3) Early in the 3rd age, shortly after the Great Plague -- hunting evil that has begun to spread across the land. Again, alternate history but there are few details about these struggles. Sauron isn't even around directly, so again, taking him out isn't on the table. This would be a lower power level. It might be set in an unnamed nation of the North that has the potential to be within Sauron's influence later, but also might not be and would be part of the alliance against him in later centuries.
And technically, as a another option:
4) An actual alternate history of the War of the Ring, where there is a break from the Lord of the Rings story. The Fellowship falters and breaks, but others take up the struggle. This runs right up against what Steven Mitchell disliked -- but I thought I should mention it as a possibility.
---
Do the different options feel different for those open to roleplaying in Middle Earth, but maybe with some misgivings?
Point of clarification: I said I'd never run a game in ME, for the reasons listed. There are some circumstances where I might play in one, though it would never be my first choice (for those same reasons): Of the ones you listed, #1, the 4th age, is the only one remotely palatable to me. Note however, that I'm interested in some styles of play that simply don't happen at my table because the players aren't interested. I can enjoy a lot as a player with friends, because I don't get many opportunities on that front. But I would be "settling" for something.
I don't think I'd enjoy SW very much, either.
You never say never as a player. I had a roommate in college that ran games in a style that would probably fit SW like a glove. If he'd had that system and run a jaunt throw Moria, I'd have probably had a blast. He didn't do long games, though. None of the rest of us ran the way he did, but we enjoyed his games because they were a brief change of pace.
Please ignore my aside and carry on. The conversation is interesting even though it's not something I'd do. :D
Quote from: jhkim on March 08, 2023, 07:25:47 PM
1) Early 4th age, as elves are leaving, set on the edges of civilization where some of the really old things that the elves had kept in check are now coming loose. Stuff like the barrow wights, Old Man Willow, or Shelob. I think Mirkwood might be a center of mysterious shit. This wouldn't need to be alternate history.
Probably has the quickest ramp-up time of the four options: Create character. Fight monster. Travel. Repeat. But also could devolve into Monster of the Week, unless you have something larger going on. Sounds a lot like a Mirkwood Sandbox which isn't really grabbing me right now.
Quote from: jhkim on March 08, 2023, 07:25:47 PM
2) Mid 2nd age, shortly after Sauron and the One Ring have been revealed. This is alternate history -- but since the details of this first war against Sauron are few, there's a lot of room for varied material. This would probably be high power with talented Numenoreans and Sindar elves as possible PCs. This wouldn't be near the end of the war, so taking out Sauron directly isn't on the table -- but taking out important allies and/or strongholds of his are.
Second Age brings a whole different level of PC Awesomeness to the table. Savage Worlds (with it's fast and furious pulp action) might be just the ticket for that. But it's a weird and subtle level of awesomeness, where Luthien tears into Morgoth with songs, and there are vampires and werewolves afoot. Not sure the SW magic is going to feel right.
Quote from: jhkim on March 08, 2023, 07:25:47 PM
3) Early in the 3rd age, shortly after the Great Plague -- hunting evil that has begun to spread across the land. Again, alternate history but there are few details about these struggles. Sauron isn't even around directly, so again, taking him out isn't on the table. This would be a lower power level. It might be set in an unnamed nation of the North that has the potential to be within Sauron's influence later, but also might not be and would be part of the alliance against him in later centuries.
Maybe like what the new edition of TOR is doing with it's "Ruins of the Lost Realm" campaign book? I like this one the best.
Quote from: jhkim on March 08, 2023, 07:25:47 PM
4) An actual alternate history of the War of the Ring, where there is a break from the Lord of the Rings story. The Fellowship falters and breaks, but others take up the struggle. This runs right up against what Steven Mitchell disliked -- but I thought I should mention it as a possibility.
Torn on this one. On one hand, it would be epic to have a Rivendell scene where the principals are absent, and the PCs become the Fellowship. But it runs into all sorts of problems. Do they use OOC knowledge to avoid Moria and not trust Saruman? Why doesn't Gandalf go with them? (Because he is NOT going.) Or do you change those things to keep it a surprise? How much do you change before it goes off track?
I feel like The Hobbit created a very playable RPG setting. And then The Lord of the Rings got rid of that playable setting. The Hobbit is full of D&D-style random encounters. Fellowship of the Ring still has a bit of that, but ultimately everything is about The Story. The Necromancer of Mirkwood can't just be some random evil wizard, turns out it's Sauron.
I think that's why playing in "Middle Earth style" (really, The Hobbit style) settings is much more popular than playing in Middle Earth. Tolkien's early world building presents a great model for play. LOTR not so much.
If I was going to do it, I'd want a The Hobbit-style sandbox, so probably Third Age within a few centuries of The Hobbit.
Quote from: S'mon on March 09, 2023, 01:53:08 AM
I feel like The Hobbit created a very playable RPG setting. And then The Lord of the Rings got rid of that playable setting. The Hobbit is full of D&D-style random encounters. Fellowship of the Ring still has a bit of that, but ultimately everything is about The Story. The Necromancer of Mirkwood can't just be some random evil wizard, turns out it's Sauron.
I think that's why playing in "Middle Earth style" (really, The Hobbit style) settings is much more popular than playing in Middle Earth. Tolkien's early world building presents a great model for play. LOTR not so much.
If I was going to do it, I'd want a The Hobbit-style sandbox, so probably Third Age within a few centuries of The Hobbit.
Greetings!
Excellent observations, S'mon!
Of course, though, there is...I can't remember the right terms for it at the moment, but Tolkien wrote The Hobbit as a self-contained, stand-alone *Children's Book*. The Lord of the Rings on the other hand, was this giant project aimed at adults. *shrugs* I am of course a huge fan of Tolkien.
I vividly remember when I was in the 5th grade, in elementary school, I was entirely *Gobsmacked* and enthralled by two books--the first was a book my father gave to me, written I think, in the 1950's. Arthurian Legends or something, written for children. It was all the traditional Arthurian stories, for children, lightly illustrated. The second book, was The Hobbit.
It was also during this same period that I was introduced to Dungeons & Dragons, with the blueish softcover book with a dragon on it.
Perhaps not strangely, but The Hobbit I think fits absolutely in-line with the Arthurian Tales, Beowulf, Charlemagne, The Odyssey, and the like. At the same age, I also devoured Bulfinch's Mythology. That book also had many traditional mythical stories. Fantastic stuff!
Assed Note: Oh yeah, lots of things in The Hobbit were undefined by Tolkien. Lots and lots of unanswered questions, lots of unresolved topics. Or in general, also, just a lot of stuff and details that were presented, but also vague and mysterious. There was some kind of vague explanation provided, in the text or dialogue, sufficient for a children's story--but less so for the mind of an adult. Lord of the Rings, of course, goes along a much more adult pathway. I think that yes, indeed, it is those precise differences in literary texture--that make The Hobbit a stronger setting for a game campaign than The Lord of the Rings. It's dead early in the morning here where I am, and I'm just now getting some coffee. I hope I'm making sense!
Semper Fidelis,
SHARK
Quote from: Aglondir on March 08, 2023, 09:32:55 PM
Quote from: jhkim on March 08, 2023, 07:25:47 PM
1) Early 4th age, as elves are leaving, set on the edges of civilization where some of the really old things that the elves had kept in check are now coming loose. Stuff like the barrow wights, Old Man Willow, or Shelob. I think Mirkwood might be a center of mysterious shit. This wouldn't need to be alternate history.
Probably has the quickest ramp-up time of the four options: Create character. Fight monster. Travel. Repeat. But also could devolve into Monster of the Week, unless you have something larger going on. Sounds a lot like a Mirkwood Sandbox which isn't really grabbing me right now.
There'd probably be something of an arc where a number of monsters of the week eventually lead to a related big bad like Shelob. I wouldn't want to give it away, but I'd be tempted to have an ancient evil in the Old Forest in Tom Bombadil's old stomping grounds. Where in the Fourth Age Tom has seemingly left (or has he?).
Quote from: Aglondir on March 08, 2023, 09:32:55 PM
Quote from: jhkim on March 08, 2023, 07:25:47 PM
2) Mid 2nd age, shortly after Sauron and the One Ring have been revealed. This is alternate history -- but since the details of this first war against Sauron are few, there's a lot of room for varied material. This would probably be high power with talented Numenoreans and Sindar elves as possible PCs. This wouldn't be near the end of the war, so taking out Sauron directly isn't on the table -- but taking out important allies and/or strongholds of his are.
Second Age brings a whole different level of PC Awesomeness to the table. Savage Worlds (with it's fast and furious pulp action) might be just the ticket for that. But it's a weird and subtle level of awesomeness, where Luthien tears into Morgoth with songs, and there are vampires and werewolves afoot. Not sure the SW magic is going to feel right.
Yeah, I need to get a better handle on SW magic before suggesting how I might do it, but it's a vastly different model than D&D. I made an old page summarizing what I could tell about magic in Middle Earth.
https://www.darkshire.net/~jhkim/rpg/lordoftherings/magic/principles.html
Quote from: Aglondir on March 08, 2023, 09:32:55 PM
Quote from: jhkim on March 08, 2023, 07:25:47 PM
3) Early in the 3rd age, shortly after the Great Plague -- hunting evil that has begun to spread across the land. Again, alternate history but there are few details about these struggles. Sauron isn't even around directly, so again, taking him out isn't on the table. This would be a lower power level. It might be set in an unnamed nation of the North that has the potential to be within Sauron's influence later, but also might not be and would be part of the alliance against him in later centuries.
Maybe like what the new edition of TOR is doing with it's "Ruins of the Lost Realm" campaign book? I like this one the best.
Right now, I only know about "Ruins of the Lost Realm" from what I read here.
https://akhelas.com/2022/12/14/review-ruins-of-the-lost-realm/
https://techraptor.net/tabletop/reviews/ruins-of-lost-realm-review
It sounds mainly like sites to explore, while I was thinking of a more strategic game of scouting and fighting across the land rather than exploring old ruins. The center woudl be dealing with allies and minions of Sauron. Somewhere between Rhun in the east, Dale to the north, and the Brown Lands to the south - is all rather empty in Tolkien's map. There's room there for there to be major fighting based on Sauron's struggle that isn't a part of the canon but could be a reasonable projection.
Quote from: Aglondir on March 08, 2023, 09:32:55 PM
Quote from: jhkim on March 08, 2023, 07:25:47 PM
4) An actual alternate history of the War of the Ring, where there is a break from the Lord of the Rings story. The Fellowship falters and breaks, but others take up the struggle. This runs right up against what Steven Mitchell disliked -- but I thought I should mention it as a possibility.
Torn on this one. On one hand, it would be epic to have a Rivendell scene where the principals are absent, and the PCs become the Fellowship. But it runs into all sorts of problems. Do they use OOC knowledge to avoid Moria and not trust Saruman? Why doesn't Gandalf go with them? (Because he is NOT going.) Or do you change those things to keep it a surprise? How much do you change before it goes off track?
I think the best way to avoid OOC knowledge is to break shortly after the Fellowship passes through Moria. After they lose Gandalf, that's the likeliest time for the Fellowship to break short of when it canonically does break with Boromir's betrayal. At that point, Moria and Saruman are known, and Gandalf is out of the way. The biggest OOC knowledge then would be knowledge of Denethor. But a divergence point could change that.
For example - if Denethor learns of the plan, and sends a force to ambush the Fellowship. Or perhaps Faramir learns of the source of Denethor's madness, and goes to warn the Fellowship, but he is in peril and some of them die saving him. The end result being that Denethor's madness revealed, the Fellowship is broken, and the PCs have to come up with a new plan.
I had an aborted campaign of if Frodo left the One Ring in Lothlorien. Here was my brief intro:
https://www.darkshire.net/jhkim/rpg/lordoftherings/allshalllove/intro.html
The Mirkwood idea (#1) is my new favorite, especially if the lesser encounters are thematically linked to a final boss encounter, and hints are dropped along the way to build up a sense of mystery (or dread.) To make it not a railroad, you could have multiple final bosses and multiple avenues leading to each, so the players don't feel like they've been forced into a determined outcome. However, the real issue is: Do you want the game to "feel like LOTR" or "feel like the Hobbit" or is it ok if it's just a fantasy adventure set in Middle Earth?
That's a great synopsis of magic in LOTR. The problem with Tolkien's magic is that he was all over the place, with magic coming from spells, crafted items, nature, the Maia, innate abilities, etc. Reading through your summary makes me think I'd use Fate 2nd Edition (an underrated system that doesn't suffer the excesses of subsequent editions) but it would require some design work.
Your post-Moria idea is ideal. It's a logical point for the Fellowship to disintegrate, and a great way to make sure Gandalf is out of the picture. As you mention, there's some OOC knowledge risk with Denethor, and I'd add that Shelob is no longer a surprise. But I'd miss not going through Moria. I've often wanted to run Moria as a dungeon where the focus is on escaping as fast as possible rather than looting, ramping up the horror aspect.
So an update on this as a plan. I'd been waiting for the SWADE Fantasy Companion in print, because in general I prefer print. But then I just noticed this review from last year by Ocule:
https://www.therpgsite.com/reviews/savage-worlds-fantasy-companion-swade/
Based on this largely negative review, now I'm thinking that the Fantasy Companion sounds like something I might at best mine for ideas, but I'd only get it in PDF and not in print (especially at $75! for preorder).
Quote from: jhkim on March 29, 2023, 01:33:49 PM
So an update on this as a plan. I'd been waiting for the SWADE Fantasy Companion in print, because in general I prefer print. But then I just noticed this review from last year by Ocule:
https://www.therpgsite.com/reviews/savage-worlds-fantasy-companion-swade/
Based on this largely negative review, now I'm thinking that the Fantasy Companion sounds like something I might at best mine for ideas, but I'd only get it in PDF and not in print (especially at $75! for preorder).
The $75 is for the book and all the card sets (36 archetypes, adventure card additions, power cards, and ally/adversary cards); just the book will set you back $45. But based on my reading of the PDF, it's not going to be terribly useful for a Middle-Earth game, being much more inclined to the "D&Dish" side of things.
The usefulness of the Fantasy book is predicated on the idea you are a GM that are actively looking to tweak or create "magic" for your setting - whatever that might be.
If you're looking for an insta-fix for Magic right out of the box, then you're going to get *slightly* less value. It's giving you guide-rails on how to do it across a variety of "fantasy" tropes. It deconstructs not only "Magic" from the corebook (yes there is overlap), but it also deconstructs "Pathfinder" into discrete pieces for you to play with.
What needs to happen for Tolkien-style magic, is for you as a GM to determine in what way do you want PC's to engage with "magic" in the Tolkien setting. Magic isn't that prevalent on an individual level in Tolkien's books outside of major characters in the lore.
But that doesn't mean you can't create Arcane Backgrounds to reflect discrete "spells" (Powers in Savage Worlds) and simply create Power Lists to reflect that. But you'll have to decide that Ranger can/can't use Bolt, Blast etc. but their lists are limited to more subtle effects. It's pretty easy to be honest.
If you're looking for high-powered 1st Age magic... SW can definitely do that with the Fantasy Companion, and if you want to use Mega-Damage rules and effects from SW Rifts, you can definitely do that too. But you'll have to make those calls in the construction of the Magic system for yourself.