I admit to having somewhat mixed feelings on this. It does seem like it has at least the potential to be a good fit for Middle-Earth. After all, rather than being a kludge of another system, this is designed from the ground up for Tolkien. And I feel like it might do a good job of it. Stuff like rules for journeys and the Fellowship phase are pretty cool, and as I reread Lord of the Rings, I see justifications for them in the original text. Also, the choice of Wilderland as default setting is a clever one. After The Hobbit, it doesn't get much detail, so it's easy for players and GMs to explore and flesh out this region without worrying that they're stepping on canonical toes. However, the information on the setting in the core book feels a bit scanty - there isn't a huge amount that I don't already know from the books. Hopefully the supplements go into more new detail, and I do plan to read some of them sooner or later. I do also feel somewhat weird about some of the mechanics. The decision to handwave money, other than the rather poorly done Treasure score, but have a hyper-focus on encumbrance is exactly the opposite of how I like to do things. I'm also not sure how I feel about the combat system, especially stances. It's hard to say whether it simplifies things a bit too much. Of course, part of the problem is that unlike D&D, Tolkien's heroes have no major magical powers (well, there is Gandalf, but you can't play him), so combat is going to be mostly a back and forth series of attacks. Perhaps it plays out better than it reads - and I hope that's true of the game as a whole. I do want to give this a go at some point, and I could see trying to hack it for some other fantasy worlds I'm fond of, but reading the core book doesn't make me rave about it as some people have, and it's not suddenly going to become my go-to RPG.