I found out about this place from Decipher's site, and I heard good things about it, and after poking about a bit, I decided the good things were right, so here I am.

Currently, I'm running an online Silmarillion game. The two players I have are great and complement each other nicely, but I think the addition of a third character (possiblya fourth) could be a great addition. I know the others guys would be interested in having someone else join in the fun too. We play on Friday evenings at 8 PM EST in #SilmarillionRPG on irc.sandwich.net (port 6667). I also have a Yahoo group set up that makes it easier for us to keep in contact.

For more information, you can email me. What follows below are some things you may wish to know beforehand, in case you are interested.

Stance Toward Source Material
My major goal is to remain true to the spirit of the Silmarillion as opposed to the letter. I'm not saying that Tolkien's words mean little, but I am granting a great deal more leeway with the events in the Quenta Silmarillion because: a) many haven't happened yet and b) I want the characters to grow into their roles as important figuress in the history of Middle Earth. For instance, IMG, the sun rose first, but this was to accentuate the theme of hope and renewal.

Theme, Setting, and Events So Far
I like to have a firm idea for the concept guiding my games because they keep me focused, especially when I get stuck. Of course, the themes can change, but having a working theme maintains my perspective and makes it easier for me to communicate what this game is about, not just what happens. I have two basic concepts working in this game: Heroes Born in Darkness and Strength in Unity. The basic issue being resolved through the game (currently, anyway) is the corrupting influence of pride and greed. While hope and nobility and virtue do exist, they are often in response to the ignoble and unrighteous actions of others that lead to suffering. In a way, the PCs are starting to become purifying forces in the world. But this is, once again, not a foregone conclusion.

The PCs are currently in Menegroth, but they are not settled there. The Noldor encampment is around Lake Mithrim, the host of Feanor on one side and the host of Fingolfin on the other. Resentment and shame keep them from bridging the gap. But all is not distrust and guilt. Arandil, herald to Finrod son of Finarfin and Baradir, the leader of the Grey-Elf scouts, have become steadfast friends and companions. Since their meeting, they have become renowned for their valour and loyalty. I have a sneaking suspicion that the efforts of the PCs will be the deciding factor in uniting the Firstborn of Middle Earth. But you didn't hear that from me.

The major events that have happened so far are: the oath of Feanor & sons, the Kinslaying, crossing the Helcaraxe, the return of the Noldor, Dagor-nuin-Giliath, the death of Feanor, and hearing Thingol's decrees (Noldor establishing kingdoms in Beleriand as well as the language edict). For less well-known events, I have transcripts of all the sessions we had if you are interested.

Playing the Game
As to the actual experience of playing, I like to be very involved with the characters, looking for ways to involve them in the main story, as well as give them a great deal of autonomy. This requires a bit more thought into characters aside from justifying their reason for being in the current scene. I have to know what makes your character tick. As such, I require potential PCs to have the following: desire (something s/he wants), motivation (reason why s/he wants it), and conflict (what keeps him/her from getting it).

Example: Feanor. Aside from Melkor, no other character shows desire as strongly as Feanor. What Feanor wants is simple (Desire): to recover the Silmarils. What is very intriguing is why he wants them back (Motivation). He covets the Silmarils, for they are his pride and joy. Perhaps moreso than his own sons. What keeps Feanor from getting what he wants (Conflict)? Melkor has the Silmarils and has no intention of giving them back.

Of course, not all conflict has to be external. Internal conflict is good as well, especially when it is due to two or more conflicting desires or a motivation that hampers the character's well-being and development.

During play, I like it when players are proactive and do things without needing me to prompt them. I prefer to set the atmosphere and tone, giving players the freedom to define their own characters and develop them as they wish. One of the things that I do to encourage this is to let players initiate rolls whenever they wish and have them narrate their results based on their success. One of the characters is a minstrel, and it is very entertaining to see how he narrates the effects his performances have on people. This has had very colorful results in combat too. The players really ham it up with their descriptions of slaying hordes of orcs and other baddies. Of course, having players narrate is less plausible with rolls related to gathering information (like Observe and Inquire tests), although I'm working on it.

As far as character types, I am very lenient, but there are two things I'm very inflexible about: cliches and stepping on other characters' toes. I don't think I need to go on to great lengths about cliches. Let's just say that I don't want to see an obvious character clone. However, taking a character that is not particularly developed in the books or the movies and expanding the personality and history could be OK. Consider the many "nameless" Elves at the Last Alliance of Elves and Men and in the Battle for Helm's Deep (film only).

As for stepping on character toes, that requires more explanation. As a player, I hate it when I have a character I've gone through great lengths to develop and make unique, only to join a group and find out someone else has a character with the same basic concept. So, one of your main goals when creating your character should be to make them unique, but in a significant way, not just cosmetically. I won't say it's easy. The two players I have complement each other well, though they seem like opposites. Arandil is the "face," an extroverted socializing Noldor with a talent for music and a nimble tongue. Baradir is a Sindarin Gary Cooper, and I mean this in a good way. He is an excellent tracker and hunter (especially of Orcs) who tends to speak more with actions than with words.

If we take the classical elements as a model, we have Air covered with Arandil. He is very much like a breeze, abstract and objective and relatively detached. He floats by as easily as a breeze, as evidenced by his gift for diplomacy. Baradir corners Earth, for he has his feet firmly planted on the ground and tends to be more pragmatic in his outlook, concerned about here and now. What would be great to add is Fire and/or Water. With Feanor gone, another character can come to fill the place of Fire. Passion, zeal, inspiration, and outrageous dynamism will be welcome. Since Nerwen (aka Galadriel) is not active, there can be a place for Water too. The qualities of empathy and reflection can balance well with this group too. The particular Orders don't really matter to me, but keep in mind that the group already has the following: minstrel (primary)/loremaster/magician (tentative) and warrior/ranger.


Practical concerns
Rules Tweaks
From a pragmatic standpoint, I have also had to tweak some of the rules to make them run more smoothly with the medium. Although chat games often seem like table-top, the subtle differences often add up to create more headaches in some areas. Most of the changes I've made with the system are geared toward streamlining combat and providing more flavor. I have also altered character creation quite a bit, mostly by tweaking racial traits and giving extra advancement picks. Details can be found at the group site provided above.

Races
I am only allowing Elf characters at this time. The group is still too small to introduce other elements and still give each player the time and focus needed to really involve them in the story. However, I do allow different Elf cultures. Although the core rulebook gives only three, I provide four (Noldor, Sindar, Nandor, Falathrim). I realize many consider the Falathrim to be Sindar, but from my reading it seems they are distince enough to warrant their own category. As the core book suggested, I am giving different bonuses to the different cultures.

Orders
As of now, I can see just about any Order working except the Spy and Wizard Elite Orders.

Followers
I do allow PCs to have followers, but of course they should be approved by me first. I allow only about four or five followers tops. I have my own rules for creating followers at the Yahoo group.

Wrapping it up
If you are still reading this, I am flattered. I hope I didn't bore you. I am normally not this verbose, but since this is a game already in progress, I have to do a bit more than I would for one just starting up. I hope I gave you a clear idea of the sort of game I'm running. If you would like to join, please drop me an email, and we can work something out.

P.S. I can do brief solo sessions for your character so you can more seamlessly ease into the group if you wish. You will get XP for these.