Monday, April 20, 2020

Epic Adventures in Middle Earth

Low-Magic Adventures in 5e
J.R.R. Tolkien’s Middle Earth is perhaps the most well known of all the fantasy settings. His depiction of elves and dwarves has essentially replaced all previous concepts of the two mythical races which can be found in folklore, fairy tale and mythology as well as many older works of fantastic fiction. The “hobbit” is of course Professor Tolkien’s seminal fantasy creation, being small, humble and durable, yet possess so many of the domestic characteristics we can all identify with. The good professor’s literary setting reminds us of our own world in many ways, yet remains a magical place and home to various fantastic creatures.
There is little doubt that Professor Tolkien’s work inspired certain elements of the World’s Original Role-Playing Game, yet generations of gamers have experienced frustrations while trying to play in Tolkien’s Middle Earth using various editions of the game. On more than one occasion, Original Game creator Gary Gygax pointed out the folly of using his game for that purpose. Yet the temptation remains for many of us.
Adventures in Middle Earth is not the first attempt at gaming in Tolkien’s Middle Earth, but it may be the best rendition to date. Adventures in Middle Earth began as an adaptation by of The One Ring. Published by Cubicle 7, Adventures in Middle Earth borrows certain game ideas from The One Ring and melds them with the combat system from 5e. The Player’s Guide was published in 2016. Additional volumes including the Loremaster’s Guide(2017) followed. Cubicle 7 recently relinquished the license so at present the future of the system is uncertain.
Adventures in Middle Earth is based on 5e, but it is very much its own unique game and delivers a very satisfying feel for playing in Middle Earth. The game clearly states the requirement that players have access to the 5e rules. Adventures in Middle Earth replaces so much of the 5e core system, however, that I find the free digital version Basic Rules is quite adequate when paired with the AiME core books. Adventures in Middle Earth replaces the character generation and magic. Of the four parts found in the 5e Basic Rules, only about 17 pages from Part 2 Playing the Game is really needed.
The 5e game, like all the previous editions, assumes a default fantasy setting through its depiction of playable races, classes, the magic system and list of creatures and monsters. Adventures in Middle Earth replaces all this with Middle Earth appropriate material and adds to the Basic Rules with Journeys, Audiences and the Fellowship Phase, features borrowed from The One Ring.
Races are replaced by Cultures drawn from the available canon of Middle Earth lore. There are several human Cultures as well as those of Hobbits, Elves and Dwarves. AiME offers a number of character backgrounds and classes tailored for the setting. Virtues are tied to Cultures and replace 5e Feats. The corrupting influence of The Shadow replaces Alignment and gives Adventures in Middle Earth the tension needed to make play exciting.
Tolkien’s Middle Earth is a very magical place with dragons and trolls, magic rings and the like. One of the difficulties past gamers have experienced adapting games not specifically aimed at Middle Earth to that setting has come in the way the system handles magic use. To be sure, flashy magic like Fireball and Lightning Bolt seem out of place. The magic players are likely to encounter in Adventures in Middle Earth comes in the form of the land, its creatures and the occasional item.
Adventures in Middle Earth, like its predecessor game, The One Ring, makes the Journey an important part of the game narrative. Professor Tolkien’s novels include many journeys and the game uses the Journey mechanic to effect a feeling one is playing in Tolkien’s world setting. resting is difficult while on a journey and is most effective once a safe destination is reached. The Fellowship Phase is another mechanic borrowed from The One Ring and is the time after a safe destination is reached when characters can rest, recover and advance.
The Audiences mechanic gives players of Adventures in Middle Earth a chances to experience social encounters with important people which may include characters from the books should the Loremaster (referee) wish to include them. Audiences make use of the many social Skills that characters may process such as Traditions and Riddles.
Hope and Despair, and the Corruption of The Shadow are yet other game concepts which borrow from The One Ring and lend it and Adventures in Middle Earth a lot of the feeling that one is playing in Tolkien’s fictional setting.
Adventures in Middle Earth delivers a fun role-playing experience and is a refreshing take on the 5e system. The rule changes, whether used to play in M.E. or not, result in a game that at once feels more dangerous and more heroic. Facing peril when the stakes are high, not only for your character’s health and emotional well being, but for the fictional world as whole, is perhaps a more heroic challenge than simply defeating the next Challenge Rating balanced encounter in search of more treasure and experience points to reach the next level. Whether one uses AiME as written or borrows ideas from it to modify a 5e game set in your own world, epic adventure awaits.

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