Fine by me - IIRC there are various small bits of magic used by others (esp. Dunedain) in the books - also use of the Unseen seems almost like psionics in some ways (see 'conversation' Gandalf, Galadriel and Elrond have around the campfire on the way back from Gondor at the end of ROTK). What would be important for me would be to move away from the Vancean/D&D style of systematised magic. Maybe magic in ME should revolve more around things that have power in themselves (songs, plants, places, etc). Of course, you gotta balance playability!<font face="Verdana, Arial" size="2">Originally posted by Steve Long:
I share everyone's concern about making a ME game that properly re-creates the high fantasy/uncommon magic feel of Tolkien. Magic in ME is rare, and usually subtle; it will require equally subtle rules and guidelines to simulate it properly.
Still, a close reading of the novels reveals more magic than one might suspect or recall. There aren't going to be any fireballs, that's for damn sure, but I'm not prepared to say at this time that we'll limit magic to the Maiar and elves.</font>
Where do we debate it ?<font face="Verdana, Arial" size="2">Re: rules -- whether one rules set could, unchanged, work adequately both ST and ME is a big philosophical design issue that we probably shouldn't be debating here.</font>
Thinking about it, I suppose it depends how much you want to make the rules a house system, and how much 'core' rule detail they have to have as a base-line. I look forward to seeing how it is handled - there is such huge creativity in the RPG industry at the moment in the design of rules systems to simulate roleplaying environments! Devising a good system-fit must be almost as much fun as doing the setting stuff up for it !
Oh, and for the record, I loved RoleMaster in my formative years - I sold all my AD&D books just to get the Deluxe Boxed Set, and I never regretted it .
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"...and no, I don't play the bagpipes either!"
[This message has been edited by Cdr Scot II (edited 03-22-2001).]