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Positioning, Market Dominance, And Having A Conversation In A Loud Room
So I'm reading Middle Earth Roleplaying 2nd ed. It's part of giant stack of tabletop I got from a publishing friend---and one of many systems I probably wouldn't be reading if I hadn't gotten it as part of a giant stack of tabletop from a publishing friend.
MERP 2e was released in '93, by Tolkein Enterprises, and is a pretty thorough book. It's packed full of nice B&W art. It lets you play as everything from a hobbit to an olag-hai. It uses a d100 system that allows for success with a complication. It's a book that feels intensely and simultaneously like it's ahead of and behind its time.
But that's not what I want to talk about.
MERP 2e has an alignment system, much like dnd at the time, but with twelve axis instead of two. Everything from whether your character is a metaphorical thinker to whether they're a literal thinker to whether they're a socialist or a libertarian is tracked.
Similarly, MERP has a classic six stat spread, but the explanations of the stats are all like "Strength(ST): Not brute musculature, but your ability to use your muscles to your greatest advantage."
And MERP has classes, called Professions, that each come with a little parenthetical explanation after their title. The Warrior's is (Fighter). The Scout's is (Thief). The Animist's is (Cleric).
What you might notice is that this is an officially licensed Middle Earth game *aggressively* defining and contextualizing itself vis a vis DnD. "Here's how our stats are different. Here's why our skill rolls are more granular. But don't worry, you can still play the same party roles. We promise we're not unfamiliar, just different."
Now, I don't know how intentionally-as-a-market-strategy the designers and writers were doing this---DnD's headlock on the industry was certainly less intense then than now---but it's reflective of a kind of design pressure that not only hasn't gone away. It's gotten way more intense.
DnD is roleplaying games. Anything that's not DnD might not be roleplaying games. Or at least, it's suspicious, it might taste weird, it might ruin your ability to have fun or speak english forever.
So in order to be a roleplaying game, you have to ask yourself "how do I fit into DnD?"
A critique I've seen leveled at indie systems sometimes is that they don't properly represent all of the three pillars of DnD. The three pillars is a modern creation. It's a 5e thing. It's specific to DnD. But DnD is roleplaying games, and to be a roleplaying game you need to be DnD.
So you get games as chameleons. You get endless "DnD killers" hoping that what people like about DnD isn't the name but the mechanics, and if you can just do the mechanics *more*, people will like you better. You get five hundred 5e splats. Power Rangers and GI Joe and Stargate all trying to fit into the same engine about swinging at and then missing a large rat. You get Adventure Time throwing out its original system and self-converting into a 5e hack because the market doesn't want things that don't look like DnD---even things that already look like DnD.
And back in '93 you get MERP 2e telling you don't worry, we still have the Thief, we just call it something different in our house.
#ttrpg#ttrpg homebrew#ttrpgs#ttrpg design#indie ttrpgs#rpg#indie ttrpg#tabletop#dnd#rpgs#merp#merp 2nd ed#middle earth#lotr
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I loved everything about this - sexy woman, gamma world article, MERP ad. I can’t remember if this was the year I went to playing MERP from dnd, then to rolemaster. It would be strange to jump back in time machine, and to explain to all the dnd players “Nah, the game won’t be about sexy women and adventures, it will be about fucking monsters and going to the ball”. Man, if I could show them current dnd players, the whole gamer crowd would have jumped ship to literally any other rpg. I think 2nd ed nearly killed dnd. Frankly, it could have been a supplement for 1st edition, but the people in charge were getting greedy, and figured small changes were enough to get the player base to shill out huge amounts of money for new rulebooks. 3.5 worked because it was radical enough to be a different game. Then came 4th, and they tried to emulate the computer game experience in tabletop, which is really dumb imo. 5th edition rules are technically good, but man the culture went rancid. I think it’s very revealing that even at the height of the resurgence of popularity, I never saw someone in a dnd t-shirt, for example. It did not used to be like that, and dnd merch was pretty important to the old game as a way of keeping afloat. I read that WotC is moving over to making dnd an online only game, with AI DMs and no good or evil. (*shrug*) I think it will fail, but at least there’s a gazillion alternatives. What I fear is that tabletop gaming will die - I don’t see kids who play, and more importantly, most kids have never even heard of it. They play computer games. That’s it. And while there are exceptions, most computer games are not creative - they rely on reflexes and yeah, some tactics, but not imagination. One of the great hopes is from modding. It takes creativity, genuine creativity, to mod. You have a vision, you do the research, you try to build and then share your dream. I have played Fallout 4 for countless hours because despite a boring base game, the modding community has written far better stories, and incorporated professional scripts and even hired voice actors. I worry about AI being used for that. Imagine if coca cola was advertised by an ai generating hundreds of mods that subtly steered the players into seeing and hearing ads for their products. Or a political party did the same thing. The modding community couldn’t check every apple for a razor blade. AI is going to be used for evil, you can count on it. We live in an exciting and terrifying time. And I just wish sometimes I could walk away, be the guy I was back in 86, with a room full of friends and a map and some dice.



Vintage Magazine - Dragon #108 (Apr1986)
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“There was a blow on the door that made it quiver; and then it began to grind slowly open, driving back the wedges.” (Angus McBride cover for Moria, Middle Earth Citadel supplement for MERP, Rolemaster, and the Lord of the Rings Adventure Game, 2nd ed, 1994)
#Moria#MERP#Angus McBride#LotR#Tolkien#JRR Tolkien#Middle earth Role Playing#Rolemaster#orcs#troll#goblins#Balin's tomb#The Fellowship of the Ring#tomb#Lord of the Rings Adventure Game#Middle-earth Role Playing#Middle earth#Middle-earth#Gandalf#The Fellowship#hobbits#halflings#Chamber of Mazarbul#Chamber of Records#Khazad-dûm#MERP Moria
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News from the Shop on the Borderlands
Some of the latest things in our RPG shop (worldwide shipping from UK) :
This week's big new release is the brand new 4th edition of old favourite Warhammer Fantasy Roleplay. The designers (Cubicle 7) have chosen to take the game back closer to the highly-regarded 2nd edition, and largely ignore the rules and special dice and cards and stuff from the Fantasy Flight 3rd edition.
Dungeon Mayhem is a new D&D card game that will fill in a bit of time while you're waiting for your players to arrive.
The most talked-about new board game at the moment is Fantasy Flight's Discover: Lands Unknown. It's a wilderness survival game* that is literally unique in that each box has a different set of components - different wildernesses, different characters, different tools etc. We won't open any copy so there's no point in asking to have a peek inside!
Middle-Earth Role Playing (MERP)
Lords of Middle-Earth Vol. I - The Immortals £25 Lords of Middle-Earth Vol. II - The Mannish Races £30 Lords of Middle-Earth Vol. III - Hobbits, Dwarves, Ents, Orcs & Trolls £50
1st edition AD&D
Bloodstone Pass (H1) - ADVENTURE BOOKLET ONLY £5 Poster Map of Waterdeep (Forgotten Realms) £5 Poster Map of Ansalon (Dragonlance) £3 The Watchers of the Sacred Flame (The Complete Dungeon Master Set 3) £60
2nd/2.5th edition AD&D
Dungeon Master's Guide £9 Terrible Trouble at Tragidore £5 The North - Guide to The Savage Frontier (Forgotten Realms boxed set) £170 The City of Waterdeep Trail Map (Forgotten Realms, TM4) £35 Volo's Guide to Waterdeep (Forgotten Realms) £65 Dwarven Kingdoms of Krynn (Dragonlance boxed set) £45 Tales of the Lance (Dragonlance boxed set) £45
World of Warcraft: The Roleplaying Game
Monster Guide £55 RESTOCK
Grimm
Grimm - Adventures in a World of Twisted Fairy Tales (d20 edition) £16
RuneQuest
2nd Edition Rulebook (Games Workshop printing) £6 RESTOCK Apple Lane (Scenario Pack 2) 1st edition £6 RESTOCK Fangs (Games Workshop printing) £3 Map of Balazar / Map of Elder Wilds £5
GURPS
GURPS Fantasy (1st ed) £10 GURPS Discworld Also £60 RESTOCK
Toon
Toon - The Cartoon Roleplaying Game £9.50 RESTOCK Toon Strikes Again £10 Toon Silly Stuff £14 Son of Toon £18
#d&d#roleplaying#merp#rpg stuff#shop on the borderlands#block the shop on the borderlands tag if you don't want to see it.
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The One Ring Rpg Pdf Download
An expert touch: A review of The One Ring RPG 2nd edition.
Downloads — Middle-earth Role-Playing Community Website.
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An expert touch: A review of The One Ring RPG 2nd edition.
Free PDF ebooks (user's guide, manuals, sheets) about One ring rpg ready for download.
Downloads — Middle-earth Role-Playing Community Website.
Download & View The One Ring Rpg Official Character Sheet as PDF for free. The game feels slicker, easier to get into, more streamlined where it matters, and meatier. However, bringing The One Ring to life and making it feel like adventures in Middle-earth also needs an expert touch. The Loremaster, the game’s version of GM, needs to be good. In particular, the corrupting presence of the Shadow feels slightly less.
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. The Captain acts as an target for archer punishment and is able to tank as ranged as a result. The Champion runs out for single combat and the Loremaster throws his highest stat critter at him. The Ward wants to hide and so is engaged by the lowest stat critter the Loremaster has. This all adds a very interesting new dynamic layering to the.
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Dec 03, 2021 · Jeff McAleer Dec 3, 2021. The highly anticipated second edition of The One Ring roleplaying game, set in the world of J.R.R. Tolkien, is available in PDF from Free League Publishing. Enter the world of Middle-earth fifty years before the events of The Lord of the Rings, as your adventures encounter the growing Shadow rising throughout the land. An UNOFFICIAL system for playing "The One Ring" second Ed. from Free League on Foundry VTT. This system only provides support for character, creature, items, system, talent and character sheets. There is no game content or images in this system. Should you wish to populate the system with game content for your own use please purchase the rules. The One Ring ™ Roleplaying Game is the newest fantasy roleplaying game set in the world of The Hobbit ™ and The Lord of the Rings ™, allowing you and your friends to set out on your own adventures in Middle-earth. This new edition combines the Adventurer's Guide and Loremaster's Guide of the previous, award-winning, slipcase edition into.
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Dec 02, 2021 · The Core Rules, Starter Set and Loremaster Screen for new edition of The One Ring™ roleplaying game are now available in PDF format, ahead of the retail release early next year. You can get The One Ring PDFs via DrivehtruPRG or in the Free League webshop by pre-ordering the printed games. The year 2965 of the Third Age and the Shadow is. The One Ring Roleplaying in the World of The Lord of the Rings™... Downloads. Your cart.
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BALIN SON OF FUNDIN LORD OF MORIA
(Liz Danforth, Moria, Middle Earth Citadel supplement for MERP, Rolemaster, and the Lord of the Rings Adventure Game, Iron Crown Enterprises, 2nd ed, 1994)
#Moria#Liz Danforth#LotR#MERP#Tolkien#JRR Tolkien#Gandalf#The Fellowship#Balin's Tomb#The Lord of the Rings#The Fellowship of the Ring#Middle earth Role Playing#Chamber of Mazarbul#Book of Mazarbul#Chamber of Records#Rolemaster#ICE#Iron Crown Enterprises#Middle earth#Middle-earth#Middle-earth Role Playing#Khazad-dûm#Lord of the Rings Adventure Game#1990s#tomb#MERP Moria
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Orcs of Moria: the Durbaghâsh ("Fire-rulers"), Urukûnai ("Death Orcs," the Uruk-Ungingûrz), and Snagahai (considered "Gongi" or "Lesser Goblins" by other Yrch) -- Liz Danforth illustration from Moria, MERP/Rolemaster supplement by Iron Crown Enterprises, 2nd ed 1994
#Moria#Liz Danforth#orcs#LotR#Middle Earth#MERP#Middle Earth Role Playing#Rolemaster#Iron Crown Enterprises#ICE#black speech#yrch#uruks#goblins#Durbaghash#Urukunai#Snagahai#Snaga#Urukûnai#Durbaghâsh#MERP Moria
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Dáin Ironfoot and Azog at the Battle of Azanulbizar, below the East-Gate of Moria, T.A. 2799 (Liz Danforth, Moria, MERP/Rolemaster supplement by Iron Crown Enterprises, 2nd ed 1994)
#Moria#Liz Danforth#LotR#orc#dwarf#Dain Ironfoot#Azog#goblin#fantasy#MERP#Middle Earth Roleplaying#Rolemaster#Battle of Azanulbizar#Iron Crown Enterprises#ICE#Dáin Ironfoot#MERP Moria
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Annatar and the Seven Rings (Liz Danforth, Moria, Middle Earth Citadel supplement for MERP, Rolemaster, and the Lord of the Rings Adventure Game, 2nd ed, 1994)
#Annatar#Liz Danforth#Moria#LotR#The Lord of the Rings#Tolkien#JRR Tolkien#MERP#Sauron#The Lord of Gifts#The Rings of Power#Second Age#Middle earth Role Playing#Middle-earth Role Playing#Rolemaster#Lord of the Rings Adventure Game#Middle earth#Middle-earth#Silmarillion#MERP Moria
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Quickly hopping back in in case this post spreads and the nuance is gently washed from it like imperfections from sea-glass.
This is not intended as a critique of MERP 2e. I think it's got some neat elements!
This is not intended as a critique of 5e. Nobody's wrong for liking a game.
This is not intended as a critique of folks who are afraid of/repulsed by the idea of trying a different game. I'm married to a picky eater. I understand sometimes the brain just *panics* about the idea of an experience being unfamiliar.
I just don't like that good, interesting, artistic-medium-advancing design is getting lost in DnD's engulfment of the entire hobby.
Positioning, Market Dominance, And Having A Conversation In A Loud Room
So I'm reading Middle Earth Roleplaying 2nd ed. It's part of giant stack of tabletop I got from a publishing friend---and one of many systems I probably wouldn't be reading if I hadn't gotten it as part of a giant stack of tabletop from a publishing friend.
MERP 2e was released in '93, by Tolkein Enterprises, and is a pretty thorough book. It's packed full of nice B&W art. It lets you play as everything from a hobbit to an olag-hai. It uses a d100 system that allows for success with a complication. It's a book that feels intensely and simultaneously like it's ahead of and behind its time.
But that's not what I want to talk about.
MERP 2e has an alignment system, much like dnd at the time, but with twelve axis instead of two. Everything from whether your character is a metaphorical thinker to whether they're a literal thinker to whether they're a socialist or a libertarian is tracked.
Similarly, MERP has a classic six stat spread, but the explanations of the stats are all like "Strength(ST): Not brute musculature, but your ability to use your muscles to your greatest advantage."
And MERP has classes, called Professions, that each come with a little parenthetical explanation after their title. The Warrior's is (Fighter). The Scout's is (Thief). The Animist's is (Cleric).
What you might notice is that this is an officially licensed Middle Earth game *aggressively* defining and contextualizing itself vis a vis DnD. "Here's how our stats are different. Here's why our skill rolls are more granular. But don't worry, you can still play the same party roles. We promise we're not unfamiliar, just different."
Now, I don't know how intentionally-as-a-market-strategy the designers and writers were doing this---DnD's headlock on the industry was certainly less intense then than now---but it's reflective of a kind of design pressure that not only hasn't gone away. It's gotten way more intense.
DnD is roleplaying games. Anything that's not DnD might not be roleplaying games. Or at least, it's suspicious, it might taste weird, it might ruin your ability to have fun or speak english forever.
So in order to be a roleplaying game, you have to ask yourself "how do I fit into DnD?"
A critique I've seen leveled at indie systems sometimes is that they don't properly represent all of the three pillars of DnD. The three pillars is a modern creation. It's a 5e thing. It's specific to DnD. But DnD is roleplaying games, and to be a roleplaying game you need to be DnD.
So you get games as chameleons. You get endless "DnD killers" hoping that what people like about DnD isn't the name but the mechanics, and if you can just do the mechanics *more*, people will like you better. You get five hundred 5e splats. Power Rangers and GI Joe and Stargate all trying to fit into the same engine about swinging at and then missing a large rat. You get Adventure Time throwing out its original system and self-converting into a 5e hack because the market doesn't want things that don't look like DnD---even things that already look like DnD.
And back in '93 you get MERP 2e telling you don't worry, we still have the Thief, we just call it something different in our house.
#ttrpg#ttrpg homebrew#ttrpgs#ttrpg design#indie ttrpgs#rpg#indie ttrpg#tabletop#rpgs#dnd#merp#merp 2nd ed#middle earth#lotr
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Hopping back in one final time since I feel like I kind of did MERP 2e dirty by immediately springboarding off of it to talk about DnD's effect on the development of non-DnD systems.
Here are some elements of MERP 2e that stood out to me.
-The skill rolls are almost a forerunner to PbtA with how they encourage partial successes and complications.
-Everyone can be a spellcaster, including the fighter.
-Every playable culture/species has a line about its marriage customs, and nearly all of them are "monogamous, traces lineage through male descent".
-There's two that allow men to purchase multiple brides, and one that's just regular polyandrous.
-Orcs have "Orcs don't marry. They breed." Which, like. Don't just give people that. That shouldn't be free. Fanfic writers are too powerful already.
-There is the single most detailed herbs table I have *ever* seen in an rpg tucked in the back of the book. It is WILD. A hundred plus herbs named, sorted by climate and biome, properties spelled out. There's herbs for repairing organ damage. Herbs for talking at a distance. There's a whole subsystem for foraging for herbs, and herbs can get VERY expensive. Honestly, I don't know why a party in this game would adventure when you can forage / garden herbs and make a killing on the open herb market.
Positioning, Market Dominance, And Having A Conversation In A Loud Room
So I'm reading Middle Earth Roleplaying 2nd ed. It's part of giant stack of tabletop I got from a publishing friend---and one of many systems I probably wouldn't be reading if I hadn't gotten it as part of a giant stack of tabletop from a publishing friend.
MERP 2e was released in '93, by Tolkein Enterprises, and is a pretty thorough book. It's packed full of nice B&W art. It lets you play as everything from a hobbit to an olag-hai. It uses a d100 system that allows for success with a complication. It's a book that feels intensely and simultaneously like it's ahead of and behind its time.
But that's not what I want to talk about.
MERP 2e has an alignment system, much like dnd at the time, but with twelve axis instead of two. Everything from whether your character is a metaphorical thinker to whether they're a literal thinker to whether they're a socialist or a libertarian is tracked.
Similarly, MERP has a classic six stat spread, but the explanations of the stats are all like "Strength(ST): Not brute musculature, but your ability to use your muscles to your greatest advantage."
And MERP has classes, called Professions, that each come with a little parenthetical explanation after their title. The Warrior's is (Fighter). The Scout's is (Thief). The Animist's is (Cleric).
What you might notice is that this is an officially licensed Middle Earth game *aggressively* defining and contextualizing itself vis a vis DnD. "Here's how our stats are different. Here's why our skill rolls are more granular. But don't worry, you can still play the same party roles. We promise we're not unfamiliar, just different."
Now, I don't know how intentionally-as-a-market-strategy the designers and writers were doing this---DnD's headlock on the industry was certainly less intense then than now---but it's reflective of a kind of design pressure that not only hasn't gone away. It's gotten way more intense.
DnD is roleplaying games. Anything that's not DnD might not be roleplaying games. Or at least, it's suspicious, it might taste weird, it might ruin your ability to have fun or speak english forever.
So in order to be a roleplaying game, you have to ask yourself "how do I fit into DnD?"
A critique I've seen leveled at indie systems sometimes is that they don't properly represent all of the three pillars of DnD. The three pillars is a modern creation. It's a 5e thing. It's specific to DnD. But DnD is roleplaying games, and to be a roleplaying game you need to be DnD.
So you get games as chameleons. You get endless "DnD killers" hoping that what people like about DnD isn't the name but the mechanics, and if you can just do the mechanics *more*, people will like you better. You get five hundred 5e splats. Power Rangers and GI Joe and Stargate all trying to fit into the same engine about swinging at and then missing a large rat. You get Adventure Time throwing out its original system and self-converting into a 5e hack because the market doesn't want things that don't look like DnD---even things that already look like DnD.
And back in '93 you get MERP 2e telling you don't worry, we still have the Thief, we just call it something different in our house.
#ttrpg#ttrpg homebrew#ttrpgs#ttrpg design#indie ttrpgs#rpg#indie ttrpg#tabletop#rpgs#dnd#merp#merp 2nd ed#middle earth#lotr
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