Core Book (The Lord of the Rings Roleplaying Game) Review

Core Book (The Lord of the Rings Roleplaying Game)
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Core Book (The Lord of the Rings Roleplaying Game) ReviewThe 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.Core Book (The Lord of the Rings Roleplaying Game) Overview

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