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| Core Book (The Lord of the Rings Roleplaying Game) | 
enlarge | Authors: Steven S. Long, John Rateliff, Christian Moore, Matt Forbeck Publisher: Decipher Inc. Category: Book
List Price: $39.95 Buy New: $8.47 You Save: $31.48 (79%)
New (11) Used (16) Collectible (2) from $5.00
Avg. Customer Rating: 15 reviews Sales Rank: 245448
Media: Hardcover Number Of Items: 1 Shipping Weight (lbs): 2.1 Dimensions (in): 10.9 x 8.5 x 0.8
ISBN: 1582369518 Dewey Decimal Number: 793 EAN: 9781582369518 ASIN: 1582369518
Publication Date: August 30, 2002 Availability: Usually ships in 1-2 business days
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Product Description The LORD OF THE RINGS is an epic of good versus evil, extraordinary heroes, wondrous creatures and dark armies of terror all the things needed for an incredible RPG. The LORD OF THE RINGS ROLEPLAYING GAME brings this epic adventure to players and fans the world over. Now you and your friends can enter Middle-earth and take on the roles of any character or hero you can imagine, from a reluctant hobbit like Frodo to a powerful wizard like Gandalf. This full-color book is packed with images from one of the most visually amazing films ever made. This game is easy to learn, packed with information and most importantly, fun to play! Experienced gamers can leap right in and novices will love it. Everything you need to know for this game is in this book. This is an all new "core" roleplaying game book. 304-pages, hardcover, full-color
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| Customer Reviews: Read 10 more reviews...
A Triumph for Role Playing September 21, 2002 47 out of 52 found this review helpful
I preordered this book after having anticipated it greatly for the preceeding months. I was not let down. When I opened the cover and was confronted with the antique looking map of Middle-Earth I was instantly taken with the "Tolkien" feel, something well maintained throughout. This game is for you if you are tired of constant "roll-playing" and are looking the original "role-playing". Properly, this book is primarily about role playing. Often in D&D, a character is reduced to a pile of numbers on a sheet of paper with a name scratched in the top such as "Joe the Thrasher" simply because of all the combat/spell option which power playing characters break down to mathematical equations. Not in this book. Playing a heroic character in Tolkien style is this focas. Elves are portayed in good Tolkien fashion. The reaction of one of my friends was the elves should be banned from being PCs, as elves in Tolkien's world have many special abilities but nothing could be farther from the truth. Did Legolas unfairly unbalance the Fellowship? No way, and neither would an elven PC or two unbalance a game. Again, the emphasis on this game is role-playing. Role playing proper Tolkien elves is alluring, but is not a Rider of Rohan galloping across grassy plains, or a Tower guard standing firm on stone walls as a crisp wind blows, or a much fabled Ranger of the North wandering the wilds equally as alluring? The book is fantastically illustrated with photos from the movie and quotes form the books help players wee how nearly every rule and heading is carefully integrated into the world of Middle-Earth. I was concerned on about the was the magic and magic users would be handled by the rules, but have no fear, magic stays very true to limited direct uses of magic, while not stepping on the feet of characters who would like to play a more magically attuned character. Carefull attention is paid to the magic of the worls itself, prophesy, curses, oaths, foreknowledge, and the magic of "the way things are supposed to be" as it plays in to the story of the Lord of the Rings. Much is made about things happening when "dramatically appropriete", and in some cases limiting effects of curses or the results of a broken oath until the game master agrees it fits properly in the flow of the story. The Hobbit is not forgotten. Quotes and references form it shaped the game as well. In short this game is about the epic fantasy adventures of true heroes in the greatest fantasy setting there has ever been, or will be, and not about adventuring "heroes" robbing graves and hacking apart every NPC in their path. Tolkien fans and role playing fans, do not hesitate to purchase.
The BEST RPG System has Arrived! November 25, 2002 22 out of 24 found this review helpful
When I opened this book and began to read the pages, I realized that I had found the most realistic yet simplist RPG system that has ever been made. The battle scenes flow like no other and the easy to read tables make it a simple system to create exciting adventures with characters that are limitless in scope. Your character can be anything from a mighty warrior, to a powerful wizard, a crafty rogue to a humble inn keeper, a daring sailor to a wealthy noble. And the best thing I have found is that the rules are so open, that the game focuses more on roleplaying characters than any other I have seen.The system has the good points of others while throwing out the bad ones. Your characters primary attributes and skills are simple to test using a similar system to that of the d20 system. However, using weapons are now skills like they should be instead of some sort of a feat or special ability determined by your class. A player has many options in combat while still keeping it simple, which lead to battles flowing very smoothly. The game also uses a unique advancement system which level up your characters quickly and steadily. This makes it so that the players enjoy the fun of leveling up with out drawing attention from the Roleplaying part of the game. The Orders, or classes, have a lot of depth, making it sort of hard to figure out with only one read, but by reading it a second time I was able to not only figure out how to use them, but how much flavor they add to the roleplaying aspect of the game. Also, the races that a player can choose are very realistic. Some may seem more powerful than others, but I have found this does not effect player's choices when choosing a race. In fact, I have found more diversity among PCs because each race is so unique. Because this is the first printing, it is not totally perfect, but it comes close. I found a contradiction in the money system over the ratio from Silver pices to Gold Pennies, but the Game Master can easily fix this problem with choosing one of the two ratios mentioned. Also I wish that they had put a larger choice of weapons and monsters in the book for players to use. For example, there are only three types of blades to choose from: longsword, scimitar, and shortsword. For monsters, they don't have some of my favorites that I like to use such as a Dragon; now that I was shocked about. Hopefully, future realeses will remeady this. I am looking forward to a Weapons & Equipment Handbook along with some sort of a Monster's Manual. All in all, this book is a giant step in the development of RPGs. A true epic of a book!
You Aren't Missing Anything.... April 6, 2004 19 out of 25 found this review helpful
While the rulebook is very nicely presented, the game they are presenting lacks a great deal of substance. They have pledged to use only information available from the books and/or the movies in fleshing out their system, and this is where the true weakness of the system lies. This means that no material will ever cover any location not visited in the books or movie. No inns beyond the Prancing Pony or Green Dragon will be described, which means that it is entirely up to the gamemaster to invent things that happen beyond the path that the Fellowship themselves traveled. The book provides no real help in developing your own campaign settings and adventures. It is also assumed that the only magical spells available are ones actually used in the books, which is an unfortunate assumption that Gandalf never had anything else in his repertiore. While I assume the limitations on the game are the result of licensing restrictions, it causes the world to completely lack depth or any sense of wonder; everyone who read the books or saw the movie know what everyone else is capable of. My advice is to use the rule setting you prefer, find some old ICE/MERP campaign materials, and run your own Middle-Earth campaign. This book may have some value as an occasional inspiration or sourcebook, but I wouldn't count on it being very much.
Excellent source material, minimal mechanics February 4, 2003 16 out of 16 found this review helpful
The design of roleplaying games has improved drastically over the last twenty years, and "The Lord of the Rings Roleplaying Game" is a good example of this shift in trends. While the early roleplaying systems were not much more than wargames with a few modifications for character development, current systems are being designed with greater care and interest in the storytelling element of the game. Even if you're not interested in roleplaying games, you might still find this book interesting if you enjoy Tolkein. In fact, with stills from the film(s), Decipher's book would make an excellent coffee table book. Glossy pages with full color photographs adorn nearly every page, and the binding on this book is one of the best I've seen in the last ten years (this [book]will stand up to use). Decipher's CODA rule system is simple, flexible, and easy-to-use. It relies on a skill based system where each skill modifies a roll designed to test a PCs success accomplishing a particular task. While there's nothing revolutionary about the CODA system, it does provide a simple method for resolving tasks without slowing down the game with a ton of "chart digging." This was a wise choice on Decipher's part. It keeps the mechanics simple enough to allow for the storytelling atmosphere that's needed for a game in Middle Earth. That being said, one has to wonder exactly what GMs (Narrators) will do with this sleek looking book. Even though Decipher does an excellent job of presenting the "world" of Middle Earth, as well as, meshing their CODA rules to provide a simple, structured backbone for the game's mechanics, there's almost nothing in the way of aid for narrating a new chronicle. The list of monsters/evil humanoids is barely a dozen pages at best, with few opponents suitable for newly created characters and some notable exclusions (goblin and dragon being the two biggest). Granted, there's always the orc but -- show of hands for anyone interested in fighting another orc in a fantasy RPG? Even if you're like my group and prefer a storytelling (plot driven) adventure over a combat oriented adventure, one has to wonder exactly what kind of adventures fit well in a Middle Earth game. Unfortunately, unlike most RPGs, Decipher doesn't offer an example adventure either. Aside from a chapter on creating Middle Earth style chronicles, there's little in the way of primary source material geared for aiding a new LOTR Narrator. This, and Decipher's extremely slow (often late) production schedule, seem to be the two biggest sources of contention on their official message board. The only other problem with this product is the same that plagues all publishing these days - inconsistent editing. The number of errors isn't overwhelming but there is an errata sheet as long as your leg for the first printing. This will no doubt be cleared up for future printings, but as I mentioned in the previous paragraph, they're not moving at a dangerous pace with releases. Having said all that, I've given this book a "four star" rating. The source material, history, layout, design, mechanics, binding, and character system are all top notch (five star). Unfortunately, material for the Narrator (particularly the first time Narrators out there) is rather sparse, which to me brings the rating down, warranting only three stars.
disappointing March 25, 2004 15 out of 20 found this review helpful
At first I was really excited about this book. For one thing, the art and production values are excellent, even if they lean too heavily on snapshots from the movie. Also, compared to ICE's Middle-earth Roleplaying, these rules capture some of the flavor of gaming in Tolkien's world. Wizards do not blast away with fireballs, and characters are supposed to be heroic and aligned against the powers of the shadow. These are the strengths of the game.
The weaknesses, which appear to reflect poor game balance and insufficient playtesting, became obvious after a couple of gaming sessions. For one thing, beginning characters are way too powerful. A party of hobbits was able to chase down and destroy a hill troll on their first night out of the Shire! Another problem was that many of the combat manoeuvers are underpowered and not worth expending actions on. Why give up a parry and very likely receive say 2d6+5 in order to perform a "power attack" and gain a pawltry +3 damage modifier?
As I developed my chronicle, I found that it was somewhat difficult to creatively roleplay in Tolkien's world. I believe that this is because the plot of the books is relatively structured and oriented toward a single supreme goal. Obviously, this is not a fault of the game, but simply an observation or opinion of my own.
It is probably possible to make these rules work, if you really want to try gaming in this setting. There are also a variety of alternative and optional rules online to compensate for the problems I mentioned earlier. Personally, I would recommend waiting for the second edition, or simply sticking with d20.
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