Middle-Earth Role Playing (1st US Edition)
Middle-Earth Role Playing (1st US Edition)
Middle-Earth Role Playing (1st US Edition)
(more or less retained from the RM Character Law rules) which includes all of the races and
cultures unique to Middle-earth, as well as realistic combat and magic systems (with
comprehensive spell lists) which requires at least one roll against a table, but often also a
second table for critical hits or fumbles, both presenting some quite violent and amusing
situations. MERP also contains comprehensive guidelines for the Gamemaster to cover
poisons, damage, healing, weather, magic items, Middle-earth based creatures, encounters,
etc. The book also contains a sample adventure set in the Trollshaws and the Last Inn, which
are keyed to mid-Third Age Middle-earth, or T.A. 1640, which also
serves as the generic game year of the majority of ICEs Middle-earth
Series. MERP is a solid and well designed game, probably one of the
best ever made considering the world in which it is set. The fact is that
MERP was designed to accommodate ICEs Middle-earth Series that
was launched in 1982 (i.e. two years prior to the publication of
MERP). But the game system is also superior to most other
contemporary games, such as Dungeons &
Dragons, RuneQuest, etc. That said, the
complexity level of the game is also its
greatest weakness as the combat system is
not that intuitive as one could wish for. The
downside of all this table referencing that it
requires is that it may take a while to resolve
a simple skirmish, even hours if the Gamemaster (GM) and players
are inexperienced. This is not a game for beginners; the above
mentioned games (D&D and RQ) are for them. In a way, MERP/RM
is the best of both worlds of D&D (the level system and professions) and RuneQuest (the
percentile dice system). However, it takes time to master MERP, but after that initial
habituation there are no limits to the level of realism (and complexity) that are possible,
because of MERP being the offspring of RM. When the MERP rules have been mastered up to
the 10th level, the GM has the possibility to switch to Rolemaster which more or less
seamlessly takes off from where MERP ends. The scope of the game is thus remarkable and
has no equals; it will grow with the experience of the GM and players. That is one of the true
beauties of the game system of MERP and RM, the other beauty of course being its setting in
Middle-earth.