Smaug has been defeated the Battle of Five Armies has been won and Bilbo has returned to the Shire But much danger still remains and from the Orcholds of the mountains to the dark and corrupt depths of Mirkwood a darkness waits recovering its strength laying its plans and slowly extending its shadow Adventures in Middleearth Players Guide gives players the Middleearth settingspecific rules and guidance to create characters and adventures in the world of The Hobbit and The Lord of the Rings using the OGL ruleset Character creation features Cultures and Classes designed for Middleearth to help players get deep into the setting from the very start of their adventures New rules add excitment to your journeys and encounters and chart the corruption of the Shadow in the unwary or unwise The quest begins with this lavishly illustrated hardcover Adventures in Middleearth Players Guide to be followed by the Adventures in Middleearth Loremasters Guide Players can start playing right away with this Players guide and the 5th Edition Dungeons and Dragons rules from Wizards of the Coast Contains. 11 Playable middleearth cultures. 6 New and unique classes. 13 New backgrounds custommade for middleearth. Middleearth appropriate arms and armour. Unique journey ruls. New rules for corruption. New audience rules. Rules for the fellowship phase
I've seen two different roleplaying systems, and one big and epic (and admittedly quite good) series of video games, set in the time between The Hobbit and The Lord of the Rings. And that's all very well, but why such a focus on this fairly small period of time, when there's even greater things and more glorious adventures waiting for us in the timeline of the setting?
When are we going to get a roleplaying book set in The Silmarillion?
When do I get to start up a game where the players are all drafted in the middle of a great war, only to see their shocked expressions when they realize they're in fact fighting on the wrong side of the War of Wrath? "The wicked elves are charging towards your ranks, their blades and armour shining in the light of that star on the ship - the ship that just kicked down the mightiest dragon of your great lord."
Actually on second thought a whole book about those ages, having used that one to create their characters and everything, might ruin a smidgeon of the surprise. I'll just use this one. Or better still, something unrelated to the Middle-Earth altogether, such as ACKS.
Okay, enough of the tangent. The One Ring's still a pretty good game.
A rulebook for running adventures in the world of Lord of the Rings, using the D&D 5th Edition rules (2014 version). Note that AIME is not a standalone game, and still requires the use of the D&D 5E Player's Handbook for core rules elements. However, it adds to, replaces, or heavily modifies many of those rules to replicate the feel of Lord of the Rings and The Hobbit.
The differences from the D&D 5E rules include: - Cultures: These replace D&D 5E's races, emphasizing that a character's cultural origins are more important than their species. While mostly human cultures, these include elf, dwarf, and hobbit cultures as well. The non-human races are closer to their D&D counterparts, but still modified to more closely reflect Tolkien's lore. Another key difference from D&D is that each culture has a default "standard of living" (explained in the Equipment chapter as also affecting roleplaying interactions). - Classes: AIME uses a completely new set of classes, including Scholar (a low-magic, knowledge-focused replacement for D&D's spellcasting classes); Slayer (basically D&D's barbarian again); Treasure Hunter (a variation on D&D's rogue); Wanderer (a more exploration-focused replacement for D&D's ranger); Warden (a guardian-themed replacement for D&D's bard); and Warrior (basically D&D's fighter again). The Scholar is probably the most interesting of these. However, the Warden is a disappointment; its bard-like mechanics don't quite match its theme, so it comes off as a vague concept. - Virtues: These replace feats; and unlike D&D 5E (2014) feats, virtues are part of AIME's default character mechanics. With a few exceptions, virtues are linked to specific cultures. Many of them more resemble the feats from D&D 3E or 4E than 5E, with a focus on situational bonuses. - Backgrounds: Similar to those in D&D 5E (2014), with the most significant change being the replacement of bonds with "specialties". Specialties also provide advantage on relevant skill checks, and are repeated among some backgrounds. AIME's backgrounds also vary more wildly in theme than those in D&D 5E, with the only common denominator being that they're Tolkien archetypes. - Equipment: Adds some Tolkien-appropriate equipment and notes on Middle-Earth commerce, plus "cultural heirlooms" - lower-powered replacements for D&D's magical items, tied to specific cultures. The lore for these is particularly interesting and welcome, compared to mainline 5E's more shopping-catalog approach. - Journeys: A ruleset for covering travel between locations, with characters being assigned one of four tasks (guide, scout, hunter, or lookout) during each journey. This is executed in three stages: embarkation (where the tasks are assigned and the Loremaster determines the journey's peril, setting the overall vibe); the journey itself, broken into a number of randomly determined events which pit the characters against challenges based on their task; and arrival, where the journey's overall impact is applied to the characters. Much more interesting than the usual D&D approach to travel (random encounters or "wing it"), this ruleset is one of the highlights of the book. - Shadow: While alignment does not exist in AIME, characters are at risk of collecting shadow points. These depend on traumas faced, brushes with corrupt places or treasure, or their own misdeeds. If these accumulate too highly, characters risk bouts of madness (during which the characters are controlled by the Loremaster) and may take on permanent shadow weaknesses - which may eventually lead to the character's retirement. Definitely reflective of LOTR, though some players may balk at the lack of agency here. - Audiences: Rules for begging shelter or favors from higher-ups. These are affected by the culture of both the PCs and NPCs involved. (A minus is that these cultural views are rigid, though titles provide one workaround.) - Fellowship Phase: A more formal variant of 5E's downtime rules, this phase is expected to take place between adventures, providing an opportunity for characters to complete an "undertaking" such as recovering from unusual injuries, gaining a new background trait, or receiving a title. While a welcome addition, this is one place which doesn't seem to match Tolkien's stories very well, as the default assumption is that each individual adventure (and subsequent fellowship phase) takes place over a full year. (There are variant rules for "lengthy" quests where each phase is after the characters level up; this seems to correspond better to both the source material and gameplay practicalities.)
The above is all presented in a very accessible and readable way, with quotes and examples that help reinforce how the new material echoes its source material. One disappointment, however: despite being released under the Open Game License and using OGL material, none of the above innovations were made available under the OGL themselves. While not a violation of the letter of the rules, it's very definitely against the spirit of open gaming.
Overall, despite some hiccups here and there, this largely achieves what it sets out to do. Even if you're not a Tolkien fan, AIME is still worth seeking out if you're looking for low-magic options for your D&D game, or support for a campaign closer to classic fantasy literature. (A-)
As someone who greatly appreciates the universe of Middle Earth and is always looking to master new rulebooks for role playing games, both for playing purposes and to help keep my mind fresh about such matters, this book was definitely one I appreciated reading from a publishing group that is well known in England for its great role playing games (including one set in the Dr. Who universe, review forthcoming). If you are someone who loved the Hobbit and Lord of the Ring trilogies and wondered how they would make for compelling tabletop role playing games, this book is definitely one for you. Although I have never played a game with this rulebook, I get the feeling that it should be a very popular one given the high degree of popularity for role playing games in general and the Middle Earth in particular. And if such gaming is not very popular, it should be, as there is a lot of adventure to be found in Middle Earth and plenty of people who would likely have a very good time exploring such a world for themselves with a group of friends who have similar interests.
This book is more than 200 pages and gives a good basic overview of the game that would be sufficient for someone playing a game set in Middle Earth. The book begins with a discussion of the setting of the wilderland where the adventuring takes place in this particular game (1). After that comes an overview of the rules for creating characters and the backgrounds, classes, virtues, and other basic aspects of gameplay (2). After this comes a detailed look at the classes of the Middle Earth universe, namely scholar, slayer, treasure hunter, wanderer, warden, and warrior (3). There is a discussion after this of various virtues that the characters can gain through experience as well as success in gameplay that improve their character and give it a great deal of power and influence (4). After this there is a list of unique backgrounds that provides a great deal of interest as well (5). What follows after this is a fairly basic look at the standard equipment the party will begin with based on their race and class backgrounds (6) and a brief discussion of journeys and their phases (7). A discussion of the shadow and the sources of corruption that players would struggle with (8) as well as a brief discussion of audiences (9) and fellowship phases (10) brings the book to a close having provided a straightforward and brief overview of the elements of gameplay in the world of Middle Earth.
Overall, the book does a good job at presenting some differences between Middle Earth and the sort of world that most people expect when playing tabletop role playing games. For one, there is a greater emphasis on diplomacy checks, as the need for sanctuary and succor in the face of endless conflict against evil means that one must work hard to develop rapport with others of diverse backgrounds who may initially be wary of adventurers. The lack of flamboyant magic and the presence of a lot of forgotten and neglected historical knowledge and artifacts makes the game more oriented to scholarship than to technology, although the presence of skilled dwarfs makes for excellent weapons and armor being available, at least. The game also does a great job of providing shadow points as a way of demonstrating the expectation that heroes will act heroic and a decidedly strong penalty for behaving in a wicked and immoral fashion, and also providing a phase of the game where leveling up and general rewards can occur in an organized standpoint that allows for parties to continue on or break up in an orderly fashion.
While not full system-ed rpg, Adventures in Middle Earth (AIME) provides the background, character classes and lore (well, a quick overview of Middle Earth lore which is about the best it can do given the space available). It is designed for OGL products and while aimed at 5th ed. D&D, it would work with just about any edition of the game or similar D20 OGL product or retro-clone.
The Loremaster's book even gives some guidance on what to do with magic. Middle Earth lacks the widespread 'flash-bang' Vancian magic of D&D so incorporating a MU class directly could be problematic to the genre feel of Middle Earth. Still, they provide reasonable suggestions even going to the extreme of ignoring genre limitations if you so desire. The Fourth Age would provide a more magic fertile ground if you desire to create a campaign in the time period.
This is a really good effort by Cubicle 7. While it isn't perfect, I think it is the best choice out there for GM's and players who want to experience the world of Middle Earth while keeping a game system they are are familiar with. Good show!
The book is very well done and I am considering to run a campaign in this setting or at least a one-shot. I might even incorporate some of the rules in my other D&D campaigns. Others seem slightly unnecessary though; many of the new classes felt especially redundant.
It is a high quality product and I have already recommended it to some of my friends.
Looks like a great conversion for D&D 5e. It brings encounters and abilities other than combat to the fore. Clear and well written with lots illustrations. Converting D&D to Middle Earth must have been a challenge and this shows through in places, but I am really looking forward to running a different kind of game under 5e rules.
If you are adamantly determined not to explore non-D&D systems, I guess this is fine, but mangling 5E to this extent is much less elegant than just using a system designed for the job from the ground up. Full review: https://refereeingandreflection.wordp...
Το καλό με το συγκεκριμένο βιβλίο είναι οτι προσθέτει στους ήδη υπάρχοντες κανόνες για την 5η έκδοση του Dnd, οπότε ασχολείται αποκλειστικά με τις ιδιαιτερότητες που ισχύουν στον κόσμο της Μέση Γης. Αναλυτικό και ευκολοδιάβαστο όπως θα έπρεπε να είναι κάθε βιβλίο τέτοιου τύπου...