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2 of 2 people found the following review helpful
4.0 out of 5 stars Excellent source material, minimal mechanics
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...
Published on Feb 3 2003 by geistweg

versus
3.0 out of 5 stars disappointing
At first I was really excited about this book. For one thing, the art and production values are excellent, even if they lean too heavily on snapshots from the movie. Also, compared to ICE's Middle-earth Roleplaying, these rules capture some of the flavor of gaming in Tolkien's world. Wizards do not blast away with fireballs, and characters are supposed to be heroic and...
Published on Mar 24 2004 by J. Butler


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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
By 
Alan Edwards (Newark, DE) - See all my reviews
(REAL NAME)   
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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3.0 out of 5 stars disappointing, Mar 24 2004
By 
J. Butler "A Reader" (USA) - See all my reviews
(REAL NAME)   
This review is from: The Lord of the Rings RPG Core Book (Hardcover)
At first I was really excited about this book. For one thing, the art and production values are excellent, even if they lean too heavily on snapshots from the movie. Also, compared to ICE's Middle-earth Roleplaying, these rules capture some of the flavor of gaming in Tolkien's world. Wizards do not blast away with fireballs, and characters are supposed to be heroic and aligned against the powers of the shadow. These are the strengths of the game.

The weaknesses, which appear to reflect poor game balance and insufficient playtesting, became obvious after a couple of gaming sessions. For one thing, beginning characters are way too powerful. A party of hobbits was able to chase down and destroy a hill troll on their first night out of the Shire! Another problem was that many of the combat manoeuvers are underpowered and not worth expending actions on. Why give up a parry and very likely receive say 2d6+5 in order to perform a "power attack" and gain a pawltry +3 damage modifier?

As I developed my chronicle, I found that it was somewhat difficult to creatively roleplay in Tolkien's world. I believe that this is because the plot of the books is relatively structured and oriented toward a single supreme goal. Obviously, this is not a fault of the game, but simply an observation or opinion of my own.

It is probably possible to make these rules work, if you really want to try gaming in this setting. There are also a variety of alternative and optional rules online to compensate for the problems I mentioned earlier. Personally, I would recommend waiting for the second edition, or simply sticking with d20.

J. Corey Butler

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5.0 out of 5 stars One Game To Rule Them All, Mar 18 2004
By 
"wordmaker" (Bray, Wicklow Ireland) - See all my reviews
This review is from: The Lord of the Rings RPG Core Book (Hardcover)
I would never say any one system is the best, bu this is definitely ONE of the best. It takes elements from many different games, like D&D, Feng Shui, and BESM, and adds its own flavour to them. The class-type character system is more flexible and natural than that of D20, and the way the rules work, making your characters quite tough to start off, and downplaying the role of magic and magical items, encourage a more character-based game that doesn't rely on hunting XP points and magic weapons. The battle rules likewise focus on drama and the PCs, and the combat rules strongly lean towards epic confrontations.

The layout is very nice, with plenty of pictures from the movie trilogy, although the book is primarily based on the novel. There is, however a fair amount of errata to be downloaded from the company site, but mostly it's small things, the only really major change is the damage ratings for weapons.

My only real gripe with the book is that, as I read further, I noticed a certain amount of "sucking up" to the Tolkien name. Every writer deserves due credit, but when you start being told that Tolkien's style doesn't move too fast or too SLOW, you really start to wonder.

However, all that aside, it is a great book, brimming with campaign ideas and even advice on how to work your game within the established plot, or change it completely.

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5.0 out of 5 stars An excellent game system, Oct 23 2003
By 
Christophe W. Broden (Westminster, MD USA) - See all my reviews
(REAL NAME)   
This review is from: The Lord of the Rings RPG Core Book (Hardcover)
The game system was well though out and plays very nicely. I was expecting a lot less and was gladly suprised at the depth put into this game system.

Even if you are not a gamer, and just a Tolken fan you will enjoy reading the book.

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5.0 out of 5 stars Provides great fun for hours on end., July 17 2003
By A Customer
This review is from: The Lord of the Rings RPG Core Book (Hardcover)
My brother and I went in on this book, and it was a great buy. The book tells you how to create your own characters in the game and it also tells you how to play. This book is the main book you will need if you want to roleplaying. However, it is very helpful if you buy the Middle Earth Atlas book too, because it has a lot of maps and history details of Middle Earth. This book is great because of all the excitement and fun you can have. This is a must for any Lord of the Rings fan.
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5.0 out of 5 stars Play your way through Middle-Earth, Jun 21 2003
By 
This review is from: The Lord of the Rings RPG Core Book (Hardcover)
This game is so awesome! It was the first RPG i ever played and i loved it. This game is so cool. It provides hours of entertainment and fun. You just choose your character and Play! It is so fun. (I've said that about a million times b/c it is.) So if you are bored this summer get this book!
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5.0 out of 5 stars The Lord of the Rings rocks!, Jun 20 2003
By 
This review is from: The Lord of the Rings RPG Core Book (Hardcover)
I do not have this book but a friend of mine does and it rocks! We play this for hours non-stop. It provides hours of entertainment and fun. So if you are planning on buying this book but don't know its worth it, well take it from me it is way worth it. So dont exagerate pick up your copy today!
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5.0 out of 5 stars At last, a TRUE Roleplaying System for the LOTR..., Feb 6 2003
By 
Hector Compagnucci (Caracas, Venezuela) - See all my reviews
This review is from: The Lord of the Rings RPG Core Book (Hardcover)
Ok, let make this simple: this book is amazing!!. I was very concerned at first with the system: it use only d6 dices?, how the elves will be managed? and the magic?. All these questions worried me, but let me tell you: the system is great, flexible (like or more the d20 system) and simple. The races and character classes (order) are very well made and presented. Of course, the elves are superior, but thats does not mean that the other characters will not be relevant. The ROLE playing is what is relevant. And this book present wonderful opportunities for make many good roleplaying sesions.

The magic system (another big issue) is great also: is not to powerful, but powerful enough. It let you combine your magic, you do not need to "memorize" the spells, etc. But one thing is important to remember: forget about big balls of fire or dozens of magic rays creating havoc between your enemies... Think more of how Gandalf use the magic and you will have a more precise idea of how the system works... And you want to be a member of the Wizard Order? This book tell you how to achieve this.

One last word: the biggest challenge will be for the Narrator (or storyteller, DM, or whatever you call it). To create a wonderful story in the Middle Earth that capture the Tolkien mood without copy the books will not be easy, but this book help you a lot in the process... The rest is for your imagination.

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