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The LotR Compendium - 43 pages of optional rule suggestions
In anticipation of our new chronicle, I have reorganised the material of our previous brochures on rule suggestions and official errata (e.g., the LotR Rules Addenda) into one 43 page book, the Gwaith-í-Mirdain's COMPENDIUM.
Let me seize this opportunity to thank YOU ALL, for the stimulating discussions we’re having on Decipher's message boards, for addressing and solving potential problems with game mechanics, for loads of clarifications, for house rules of your own posted here, and, and, and.
It was these stimuli that inspired my game group and me to write the Compendium which I’d like to invite you to check out on our website (link is given below, or simply download the Compendium here). In fact, many contents were derived from discussions on this message board, so some of you will find their names in the credits... (Hope you don’t mind me using or adapting your ideas!) Sure you’ll disagree with some of our ideas, but hopefully there are one or two things you will enjoy just as much as we do! :)
I won’t list the contents of the Compendium here, but I kindly invite you to download it here or to take a look on the Decipher section of our website where its most important features are summarised. If you choose to incorporate one or another of our rule suggestions, you may also find the TOOLS file useful which is available on our website.
Any feedback is most welcome and helpful!
Cheers, Georg
The Gwaith-í-Mirdain
http://you.are.at/middle-earth
Thanks a lot for the nice compliments!
I'd be very interested in a longer review, especially since I'm currently finishing the second edition!
I'm perfectly aware that the Comp. features house-rules as we see them, and you should definitely come up with your own!
BTW, you may want to check out our website http://you.are.at/middle-earth where you can find some useful play-aids for the stuff featured in the C.
Cheers, Georg
As I promised...here is the review
Ok, I before I start my merciless ;) review of compedium, just a few opening words.
It is indead an invaluable tool for any Narrator, for the wealth of information it provides and the interesting suggetsions and optional rules. Personally I do not agree with some of the optional or house rules but I will get on that later. However, I do use it and I have used it as a base for my player's guide (which is basically a collection or I should say a summary of the basic rules and features of LotR RPG, enough to get my new players started).
Before I start the review proper, I 'll let you know that what I am more interested in seeing in an RPG (and hence in any supplament like the Compedium) are the following:
A) Capuring the spirit of the game setting (in these case middle earth and Tolkien's world)
B) Balance between Realism Vs Fantasy (allow the characters to feel and be special but not becoming supreme beings!)
C) Versatility (fluid easy rules that give players the opportunity to concentrate on RP rather than bookeeping. Give a plethora of option for char, creation and development and thus the opportunity to create truly unique characters).
D) Functionality of rules (this is basically how I term the ability of the system to be include enough detail to give a certain level of realism but not go into to much detail and become uneccessarily complicated)
So now we can start!
Might and Majecty :Attributes
The changes to the Attributes modifiers I think it was not only logical but neccessary.
I will have to voice a small disagreement on the changes to Reaction. Alhtough I do not disagree with the change itself that much, is the fact that keeping in mind to raise reaction when an attribute is increased is too much bookeeping. Apart from incrising an attribute using advancements there are also spells or enchanted items that might do that. That means that Reaction will tend to go up and down quite often.
I personally stick to the original method on determining Reactions.
The Free Peoples
I like the suggestion at the begining. I think that generally, the narrator must work with the players during character creation and work the best comprise between what the chracters wants and what the narrator thinks is acceptable or adds more to the feels and spirit of the game. But I personally tend to give my players a lot of reedom here.
Now as for the adjustments.....
I really do not think Elves and Men need more racial abilities. At the moment I finding it hard to convince players not to take an Elf instead of a hobbit for example.
I like the extra skill benefits fot the different Men sub races and also the adjastements to the dunedain. I use it more or less unchanged (maybe the odd +1 here and the odd -1 there).
Lucky Numbers is pretty nice for the Hobbits, but I have also given some more benefits to tempt my palyers in playing them more often. Nothing really too powerfull just a small + 1here, and so on.
Background packages are a very usefull guide especially to new players but also to experinced narrators, and I can see that there were some pretty good efforts there. There are packages for most if not all sub races of Men.
Warriors, Wizards and Kings
Again here one can find a nice selection of packages, from the Beorning Beresker for the Barabrian to the Pirate for the Mariner. There is a package for every taste.
But the most impressive feature here is the list of options for the Loremaster ability Vala Virtue. Really great stuff. Hats off to the people at the Gwaith-i-Mirdain for that.
Of course the is also a note on some missing skills for certain orders, Obviously the MInstrel should have Perofrm as a skill.
It is I think the general impression that some orders are lacking a bit...they are simple not very siutable for adventurers or would be heroes. I have personally changed or rather tweaked some abliies to make some orders more viable options for my players. But this is not the place of discussing these.
There are some changes to order abilities here and most of them I think are spot on. I feel that Swift Strike should be more advanced that it is in the corebook but maybe you went to far with the requisite here, Nim 11+, Armed Combat 12+ ?
There is also a new basic order here THE OUTDOORSMAN. Now do not get me wrong here, but a concept like this i would probably have it as a package rather than an order. In all honesty, this guy is basically a literate barbarian with search as an order skill. Or a warrior advanced as a Ranger.
Although, I do not like the order that much some of the order abilities are nice. Especially Expertise and Ambush which could be excellent with the barbarian and the Ranger.
Ringing Anvils and Rhymes of Lore
The are here a lot of interesting comments and suggestion on some 'troublesome' skills. Apart from the fact that here (as in all chapters) are included notes from the official errata, the subject of the LORE skill group is addressed.
As a Narrator myself, this skill is quite a pain really. Most of the groups I think should have sub-groups as well as being divided into groups.
For example, Lore (realm) under the the corebook gives you knowledge of all and every realm in middle earth. the difference by the pseciality is just not enough to actually represent the fact that a character will be more learned and informed about one realm.
There is also a table here according to which you can determine the TN increases in the Lore test for being in a foregn region. Although an interesting concept, I does complicate thing a bit for the Narrator, forcing him to more bookeeping, page fleeping, etc.
Which one of us can really say that they have complete knowledge of the history of middle earth? No one I would guess. And we have all the information readily available to us partly due to technology and partly due to the fact that we do not live in middle earth. We just get a few books some other sources (online or not) and we can find everything we can.
Well it is not that easy for charactyers who are supposed to live in Middle Earth. So why does the Lore (hisory) skill grant knowledge of all history, the Lore (Race) grants knowledge of all races and so on?
Some of these questions are addreeesed to a satisfying deggree in the compedium, thus making our lives easier (the narrator's that is).
And not forget the new skill Tame for all you Animal lovers!
Stern Men and Resolute
Here is where I start voicing some disagreements....
However, here you will find some much needed adjustements to some troublesome edges. My personal favouriste is the Warrior's Heart
[quote] Contrary to the official erratum, the effects of Warrior's Heartdo not apply to Weariness test from spellcasting....[/quote[
I absolutely love this!
There are also plenty of new flaws as well as some new edges, but none of these impressed me much.
What I found not very interesting however, it the fact that edges and flaws are rated and improvements have different requisites. I really think that this intriduces needless complications, keeping track what your total edge rating, is to determine how much the edge costs, what are the new requisites for improving an edge and so on.
more to can later....................I am getting tired now!
Thank you for the looong and nice review!
It was very intersting to learn your opinion, especially because I'm working on a 2nd edition of the Compendium. Some of the points you criticised - e.g., restrictions for edges - I won't be able to change, though. IMHO, this would require a too radical a change from the original system. But as with all optional suggestions of the Compendium - simply skip or ignore the parts you don't like! (Probably this is most important "rule" of the book! ;) On the other hand, I personally don't feel that it makes chargen and advancing too complicated--after all, it only matters on these occasions! But again, this is a matter of personal taste.)
For your applause - I have to share it with, or rather give it away to, many of the participants of Decipher's great message boards. E.g., most of the racial and order packages you enjoyed so much have been written by Colin Chapman (who unfortunately lost his, well, committment to this game). The Vala Virtue ability is from Manveru. For more detailed acknowledgements, please see the Credits section of the Compendium.
Let me close this reply by saying again how useful your comments are, and how great it is to get so much enthusiastic cheering for the Compendium! :) I'm very curious to learn your ideas on the rest of the booklet, so please keep it coming!
Presenting the 2nd edition of the LotR Compendium & a relaunch of our website
With the many fine ideas in mind that have been discussed on this board since the first release of the LotR Compendium in September, and yet more questions that arose in our gaming group, I decided to compile a 2nd edition of the LotR Compendium which now has 54 pages of optional rule suggestions and background material.
The second edition adds material on various topics such as attribute generation, spending Courage, a new Spell Specialty, learning spells, combat manoeuvres, combat pacing, horses, and healing. It also features two elite orders, eight fell beasts and five items of wondrous magic which were originally presented on this forum by various authors - whom I owe many thanks! (I hope you don’t mind me using your ideas! You will find your names in the credits, along with a complete list of the contents I consciously used from you.)
I won’t repeat the exact table of contents here, but I kindly invite you to take a look on the Decipher section of our website (http://you.are.at/middle-earth ) where its most important features are summarised and from which you can download the Compendium II. If you choose to incorporate one or another of our rule suggestions, you may also find the Tools file useful (which, among other things, contains an enhanced Microsoft Excel-based character sheet).
At the same time we worked on a complete relaunch of our website. Again, I’d like to invite you to check out its fresher look and of course the new contents! Besides the revised Compendium, that mainly is a section on our campaigns (though unfortunately mostly in German) and the fantasy roleplaying game we plan to write ourselves. Please expect another minor update next week which will add some nice fonts to the Downloads section, and please note that we have changed the name of our gaming group to “Heren Turambarion”. That is Quenya for “Masters of Fate”, and replaces the old name “Gwaith-i-Mírdain. We simply realized that there are too many GiMs out there!
As always, any feedback is highly appreciated and most helpful!
Cheers, Georg and the Heren Turambarion
http://you.are.at/middle-earth