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21 of 21 people found the following review helpful:
4.0 out of 5 stars
Excellent source material, minimal mechanics, February 3, 2003
This review is from: Core Book (The Lord of the Rings Roleplaying Game) (Hardcover)
The design of roleplaying games has improved drastically over the last twenty years, and "The Lord of the Rings Roleplaying Game" is a good example of this shift in trends. While the early roleplaying systems were not much more than wargames with a few modifications for character development, current systems are being designed with greater care and interest in the storytelling element of the game. Even if you're not interested in roleplaying games, you might still find this book interesting if you enjoy Tolkein. In fact, with stills from the film(s), Decipher's book would make an excellent coffee table book. Glossy pages with full color photographs adorn nearly every page, and the binding on this book is one of the best I've seen in the last ten years (this [book]will stand up to use). Decipher's CODA rule system is simple, flexible, and easy-to-use. It relies on a skill based system where each skill modifies a roll designed to test a PCs success accomplishing a particular task. While there's nothing revolutionary about the CODA system, it does provide a simple method for resolving tasks without slowing down the game with a ton of "chart digging." This was a wise choice on Decipher's part. It keeps the mechanics simple enough to allow for the storytelling atmosphere that's needed for a game in Middle Earth. That being said, one has to wonder exactly what GMs (Narrators) will do with this sleek looking book. Even though Decipher does an excellent job of presenting the "world" of Middle Earth, as well as, meshing their CODA rules to provide a simple, structured backbone for the game's mechanics, there's almost nothing in the way of aid for narrating a new chronicle. The list of monsters/evil humanoids is barely a dozen pages at best, with few opponents suitable for newly created characters and some notable exclusions (goblin and dragon being the two biggest). Granted, there's always the orc but -- show of hands for anyone interested in fighting another orc in a fantasy RPG? Even if you're like my group and prefer a storytelling (plot driven) adventure over a combat oriented adventure, one has to wonder exactly what kind of adventures fit well in a Middle Earth game. Unfortunately, unlike most RPGs, Decipher doesn't offer an example adventure either. Aside from a chapter on creating Middle Earth style chronicles, there's little in the way of primary source material geared for aiding a new LOTR Narrator. This, and Decipher's extremely slow (often late) production schedule, seem to be the two biggest sources of contention on their official message board. The only other problem with this product is the same that plagues all publishing these days - inconsistent editing. The number of errors isn't overwhelming but there is an errata sheet as long as your leg for the first printing. This will no doubt be cleared up for future printings, but as I mentioned in the previous paragraph, they're not moving at a dangerous pace with releases. Having said all that, I've given this book a "four star" rating. The source material, history, layout, design, mechanics, binding, and character system are all top notch (five star). Unfortunately, material for the Narrator (particularly the first time Narrators out there) is rather sparse, which to me brings the rating down, warranting only three stars.
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47 of 54 people found the following review helpful:
5.0 out of 5 stars
A Triumph for Role Playing, September 20, 2002
This review is from: Core Book (The Lord of the Rings Roleplaying Game) (Hardcover)
I preordered this book after having anticipated it greatly for the preceeding months. I was not let down. When I opened the cover and was confronted with the antique looking map of Middle-Earth I was instantly taken with the "Tolkien" feel, something well maintained throughout. This game is for you if you are tired of constant "roll-playing" and are looking the original "role-playing". Properly, this book is primarily about role playing. Often in D&D, a character is reduced to a pile of numbers on a sheet of paper with a name scratched in the top such as "Joe the Thrasher" simply because of all the combat/spell option which power playing characters break down to mathematical equations. Not in this book. Playing a heroic character in Tolkien style is this focas. Elves are portayed in good Tolkien fashion. The reaction of one of my friends was the elves should be banned from being PCs, as elves in Tolkien's world have many special abilities but nothing could be farther from the truth. Did Legolas unfairly unbalance the Fellowship? No way, and neither would an elven PC or two unbalance a game. Again, the emphasis on this game is role-playing. Role playing proper Tolkien elves is alluring, but is not a Rider of Rohan galloping across grassy plains, or a Tower guard standing firm on stone walls as a crisp wind blows, or a much fabled Ranger of the North wandering the wilds equally as alluring? The book is fantastically illustrated with photos from the movie and quotes form the books help players wee how nearly every rule and heading is carefully integrated into the world of Middle-Earth. I was concerned on about the was the magic and magic users would be handled by the rules, but have no fear, magic stays very true to limited direct uses of magic, while not stepping on the feet of characters who would like to play a more magically attuned character. Carefull attention is paid to the magic of the worls itself, prophesy, curses, oaths, foreknowledge, and the magic of "the way things are supposed to be" as it plays in to the story of the Lord of the Rings. Much is made about things happening when "dramatically appropriete", and in some cases limiting effects of curses or the results of a broken oath until the game master agrees it fits properly in the flow of the story. The Hobbit is not forgotten. Quotes and references form it shaped the game as well. In short this game is about the epic fantasy adventures of true heroes in the greatest fantasy setting there has ever been, or will be, and not about adventuring "heroes" robbing graves and hacking apart every NPC in their path. Tolkien fans and role playing fans, do not hesitate to purchase.
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24 of 26 people found the following review helpful:
5.0 out of 5 stars
The BEST RPG System has Arrived!, November 25, 2002
This review is from: Core Book (The Lord of the Rings Roleplaying Game) (Hardcover)
When I opened this book and began to read the pages, I realized that I had found the most realistic yet simplist RPG system that has ever been made. The battle scenes flow like no other and the easy to read tables make it a simple system to create exciting adventures with characters that are limitless in scope. Your character can be anything from a mighty warrior, to a powerful wizard, a crafty rogue to a humble inn keeper, a daring sailor to a wealthy noble. And the best thing I have found is that the rules are so open, that the game focuses more on roleplaying characters than any other I have seen. The system has the good points of others while throwing out the bad ones. Your characters primary attributes and skills are simple to test using a similar system to that of the d20 system. However, using weapons are now skills like they should be instead of some sort of a feat or special ability determined by your class. A player has many options in combat while still keeping it simple, which lead to battles flowing very smoothly. The game also uses a unique advancement system which level up your characters quickly and steadily. This makes it so that the players enjoy the fun of leveling up with out drawing attention from the Roleplaying part of the game. The Orders, or classes, have a lot of depth, making it sort of hard to figure out with only one read, but by reading it a second time I was able to not only figure out how to use them, but how much flavor they add to the roleplaying aspect of the game. Also, the races that a player can choose are very realistic. Some may seem more powerful than others, but I have found this does not effect player's choices when choosing a race. In fact, I have found more diversity among PCs because each race is so unique. Because this is the first printing, it is not totally perfect, but it comes close. I found a contradiction in the money system over the ratio from Silver pices to Gold Pennies, but the Game Master can easily fix this problem with choosing one of the two ratios mentioned. Also I wish that they had put a larger choice of weapons and monsters in the book for players to use. For example, there are only three types of blades to choose from: longsword, scimitar, and shortsword. For monsters, they don't have some of my favorites that I like to use such as a Dragon; now that I was shocked about. Hopefully, future realeses will remeady this. I am looking forward to a Weapons & Equipment Handbook along with some sort of a Monster's Manual. All in all, this book is a giant step in the development of RPGs. A true epic of a book!
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