After too many months of waiting, my group finally has decided to give Decipher's LotR game a try.
Let me tell you something. When first buying and reading the rulebook, I was very enthusiastic, even though some things struck me as odd. Player Characters are much more powerful than I preferred, the combat system looked clumsy, and the whole system was rather rules-heavy. Still, I trusted it would work.
Then I discovered the reviews on RPGNet, and the discussions here and on Decipher's message board. Some players used the system with great success, while others found it downright unusable. Between these extremes, the majority seemed to use a lot of tweaks and house rules to make their game work. And that's what I'm grateful for!
When I started my game last Sunday, we profited a lot from the experience of other people.
- I offered my players all the orders and packages found at Valinor,
- I used something from the "Compendium" found at the Heren Turambarion,
- I included a few of Scottomir's "Rules and Revisions",
- I replaced the "mook rule" with the "Combat Pacing" from Hall of Fire #2 (actually, I already had devised something very similar of my own, but their version is better!)
- and I gave the characters whatever they can get from the "Starting Gear" list (whoever made that).
Maybe the game wasn't that well playtested when first published, but it certainly is now. Thanks to you, folks!
If you're interested, I'll introduce you to the characters and tell you how the first game turned out to be. I was planning on using "A Rescue on the Barrow Downs" (special thanks to you, Neal!) but I may have to improvise something until I get the party to Bree.
So much for my first post,
see you later!
Turloigh