2 of 2 people found the following review helpful:
4.0 out of 5 stars
Excellent source material, minimal mechanics, Feb 3 2003
This review is from: The Lord of the Rings RPG Core Book (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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5.0 out of 5 stars
'i anvanya ar ammara parma ilyave', April 10 2004
This review is from: The Lord of the Rings RPG Core Book (Hardcover)
This is a fabulous book. It is beautifuly laid out, the pages decored with wonderful photos from the movies. The rules are surprisingly easy to understand, largely due to their flexibility (e.g. you do not need to look up every modifier and TN [target number], you can just use the tables as sort of guidelines and trust your own judgement). I especially like the 'qualities of heroes' pages, and though it is quite difficult to get across all of these attributes they do add to the 'Tolkienesque' flavour of the game.
When I first read the Coda rules I thought that the combat would be quite tedious and dull before you memorised the rules, yet no, it flows quickly and furiously, leaving your heart pounding as if it were real! Yes, sometimes you have to look up rules, but it isn't a huge encumbrance to your enjoyment of the game.
However, the most importent attribute to the game's level of fun is the pacing. My group made the mistake of letting our charcters converse and discuss every little thing, and though this was fine at first it soon became quite dull. You've got to find a balence between dialogue and and combat/tests, and once you do the game is amazing. We played for four solid hours and it merely felt like 1 1/2 - 2 hours at the most. I have read the book six times, and this is a must-buy for any Tolkien or game fan.
[Oh, and by the way, my titles in Quenya (High Elven). 'The most beautiful and best book of all']
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2.0 out of 5 stars
You Aren't Missing Anything...., April 6 2004
This review is from: The Lord of the Rings RPG Core Book (Hardcover)
While the rulebook is very nicely presented, the game they are presenting lacks a great deal of substance. They have pledged to use only information available from the books and/or the movies in fleshing out their system, and this is where the true weakness of the system lies. This means that no material will ever cover any location not visited in the books or movie. No inns beyond the Prancing Pony or Green Dragon will be described, which means that it is entirely up to the gamemaster to invent things that happen beyond the path that the Fellowship themselves traveled. The book provides no real help in developing your own campaign settings and adventures. It is also assumed that the only magical spells available are ones actually used in the books, which is an unfortunate assumption that Gandalf never had anything else in his repertiore. While I assume the limitations on the game are the result of licensing restrictions, it causes the world to completely lack depth or any sense of wonder; everyone who read the books or saw the movie know what everyone else is capable of. My advice is to use the rule setting you prefer, find some old ICE/MERP campaign materials, and run your own Middle-Earth campaign. This book may have some value as an occasional inspiration or sourcebook, but I wouldn't count on it being very much.
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