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naiddle-earcp middle-earth role playing” (mMerp) CONTENTS 1.0 INTRODUCTION 2 4.0 THE WORLD SYSTEM — 1.1 WHATIS A FANTASY ROLE PLAYING GAME? ....2 THE GAMEMASTER'S TASK a Laie caveie Ov ENTUREELAERECETIING : 2.0 THE BASIC FACTORS: 4.22 Hostile Populations. x DEFINING A CHARAC 6 4.23 Inhabitantsof Adventure Sites. a 2.1 MENTAL AND PHYSICAL STATISTIC ‘ uae cinco a 2 Dot : 4s"THEPLOT i 2a nach ANDEULTURE ; reer 3 En isetieac a fic taomeror : 1 Primary Skills . 432 Caan “ za rwontscions Z icc ‘“ 5.0 ACTION IN THE STRATEGIC ENVIRONMENT ” AD CREATING AND MOLDING STATES EBON : ACHARACTER, 28 ‘S11 Buying and Selling o 3.1 GENERATINGSTATISTICS ‘S.12 Food and Lodging, “ 32 citoosiNGnace anpcu » su coerce ; 3.4 CHOOSING A PROFESSION $.2. ACTIVITY IN THE COUNTRYSIDE, * 3.8 BRINGING A PLAYER CHARACTER TO LIFE. .....36 |S. Searching for Merb, 0 Designed by IRON CROWN ENTERPRISES Ine, PO Box 168, Charlottewille, VA 22902, USA. London NW ldunder heence from IRON CROWN ENTERPRISES, Inc the Board Games buses! on THE LORD OF THE RINGS™ and THE HOBBIT" roduced in the UK by GAMES WORKSHOP Li, Kicrsof the exclusive worldwide heence for Fantany Role-Playing a! Adult Copyright® 1985 TOLKIEN ENTERPRISES. MIDDLE EARTH ROLE-PLAYING (MERP). THE HOBBIT and THE LORD OF THE RINGS andall, Sharir an place therein re trademark proper of TOLKIEN ENTERPRISES, sono ELAN MERCHANDISING, feel) Ca, USA fo tunauthorised use permitted 6.0 ACTION IN THE ‘TACTICAL ENVIRONMENT. 6.1 REPRESENTING THE PHYSICAL SITUATION 62. THESEQUENCE OF ACTIONS. (63 PREPARING AND CASTING SPELLS 64 MOVEMENT 1 Rossing — Dose Movement 6.5 MANEUVERS, 451 Moving Manes $5: Nate 64 ATTACKS ‘1 TheSeuec £65 Unwoaea nam 6.7 CONFLICTING ACTIONS, 6.8 MISCELLANEOUS FACTORS {681 Osean Rts ‘th no Prepon a ‘5 Focme {54 Commeniin betwen Char 1.0 SPELL LISTS, TABLES, AND RECORD SHEETS 7.4 SPELL LISTS 1. OPEN ESSENCE PLL LISTS nec Hand Spt Mary Sp Ways Eas Wi {nec Povepton Piya! Eakancee 7 Fe Law Ligh Law tee Law Wai Law Wind Ee Law “Living Chaos —Loty ge 2. SPELLLISTS POR DARDS ONLY Path Mastery Moving Wans~-Natures Ways Natures Gales. 1118 OPEN CHANNELING SPELL LISTS Detection Master) Surface Waps-Sound/Light Waye— aim Spi Natares Movement Protections 7146 SPELL LISTS FOR ANIMISTS ONLY ‘Blood Ways Organ Ways Parifiatons—Howe/Mce Wi Plant Mastery ~ Direct Channeling Animal Maser Creston 1.2 TACTICAL AND COMBAT TABLES, AT ~ ATTACK TABLES |AT-L~ HANDED SLASHING WEAPONS ATTACKTABLE [AT2 ~ LANDED CONCUSSION WEAPONS [ATS —2:HANDED WEAPONS ATTACKTABLE.. [AT-4— MISSILE WEAPONS ATTACK TABLE. [ATS — TOOTHANDCLAW ATTACK TABLE. ATTACKTARLE AT - ROLTSPELLSATTACK TABLE IATA RALLSPELLS ATTACK TABLE [AT9_ASESPELLS ATTACKTABLE (CT — CRITICAL TABLES (CE ~ CRUSH CRITICAL TABLE, (C12 —SLASHCRITICAL TABLE (C13 —PUNCTURECRITICAL TABLE (C14 — UNBALANCINGERITICALTABLE (CES. —GRAPPLINGCHITICAL TARE. (Crs “HEATCRITICAL TAR cr ~conpenrnicaL (Cra ~eLecrnicrry CRITICAL TABLE (C19. iNMPACTCRITICALTABLE (Cr: — PHYSICAL CRITICALS FOR TARGECREATURES TABLE (Cr: ~ SPELL CRITICALS FOR. UARGECREATURES FABLE geeees obesanakekekcber ib # # ¥49saRERE ” wees s FT — FUMBLE AND FAILURE TABLES FT-1 = HAND ARMSFUMBLETABLE F1-2 ~ MISSILEWEAPONSFUMBLETARLE FT3 —SPRLLFAILURETABLE Fd MOVING MANEUVERFAILURETABLE MT — MANEUVER TABI CST — COMBAT STATISTICS TABLES. (CST-1 - WEAPONSTATISTICS TABLE. 17.3 GENERAL TABLES AND RECORD SHEETS BY — BONUS TABL! BEI - STAT BONUSTABLE 1WE2_ STATBONUSEFFECT TABLE BE} SPECIAL RACIAL MODIFICATIONS TABLE -4~ SKILL RANKBONUS TABLE BES — ENCUMBRANCEPENALTY TABLE [BT — PROFESSION TABLE. (CGT — CHARACTER GENERATION TABLES (CGT-1 ~ LANGUAGERANK TABLE. (CG1-2 — BACKGROUNDOPTIONS TABLE (CG13 — RACE TABL Se (CG1-4— DEVELOPMENT POINT TABLE (CGT ~ ADOLESCENCESRILL RANKS TABLE ET — EXPERIENCE TABLES ET-L—KILLPOINT TABLE, E12 SPELLPOINTTABLE [ET-}_ CRITICAL POINT TABLE [ETS — XPERIENCE POINT VSLEVELTABL INT — INJURY AND HEALING TABLES [MET- — STATDETERIORATION TABLE INT — LIFRGIVING EFFECT AND PRICE TABLE ST — SUMMARY AND STRATEGIC TABLES ST-4 — EQUIPMENT AND PRICETABLE. ‘ST-6 —TREASURETABLE. e SET ~ MAGICITEMPRICING TABLE STS — WEATHERTABLE = ST ~ STRATEGICMOVEMENT RATE TABLE ST-10 — ENCOUNTERTAB RS — RECORD SHEETS 8.0 ASAMPLEGAMEENVIRONMENT 8.1 CIVILIZED AREAS — ‘THEINN ATTHELAST BRIDGE 8.2 THE COUNTRYSIDE — THETROLLSHAWS: 8.3 ADVENTURESITES — ACASTLEANDA TROLLLAIR .. Ge ae ISBN 0-915795-183 aeeheeeeees n a ze aes “ ae 1.0 INTRODUCTION ‘The Middie-earth Role Playing system (MERP) is designed toin- troduce people to fantasy role playing (FRP) in J.R.R. Tolkien's Middle-earth, Its suitable for those who have never before played a fantasy role playing game, as well as more experienced gamers ‘who are looking for a realistic, easy (0 play fantasy role playing CFRP) system designed for relatively low level adventures (Ist-10th levels) Itcontains complete rules for handling most of the common situations that arisen FRP games, anda variety of tables that add a great deal of flavor and detail to a game without decreasing playability J.R.R. Tolkien's Middle-earth provides an ideal setting for a fan- tasy role playing game, Iisa reflection of our world a we perceive it, as well asa construction of mythology by a great and learned ‘man. Middle-earth i itself undying, living in the minds ofall who treadits paths. Each reader adds oit his or her own vision Itisonly natural, then, to use this incredible foundation in a fantasy role playing context. In this way those close to Middle-earth ean ex- perience it in a new way, filling the gaps and discovering the mysteries that have always concerned them. ‘The Middle-earth Role Playing system (MERP) is supported by variety of play aids, Such products can decrease the time and effort required for the creation of an exciting game, and increase the amount of realism and detail obtained during play. These play aids include I.C.E.'s Middle-earth Campaign Modules, which provide a wealth of material concerning specific sections of Middle-earth. {.C.E.'s Middle-earth Adventure Modules provide specific areas and sites for adventures that are complete and ready to run. In addition, 1.C.E.'s Rolemaster Systems provide an expanded combat system, an expanded spell system, a more flexible character development system, and guidelines fora campaign game of larger scale game. These systems allow MERP to be expanded to handle higher level characters and to increase the variations and options available to the Gamemaster and the players. Sections 1.1 and 1.2 are meant to bean introduction for someone ‘who is totally unfamiliar with the concept of fantasy role playing. More experienced readers may want to skip these wo sections, but the novice should read them carefully 4.1 WHAT ISA FANTASY ROLE PLAYING GAME? “The easiest way to understand arole playing gameis to think oft asa work of fiction such asa novel (ora play, ora movie, etc.).Ina novel the author determines the setting ofthe novel along with the actions of all ofthe characters and thus the plot; however, in arole playing game, the author (called the Gamemaster) only determines the setting and some ofthe basic elements of the plot. Theactions of the characters (and thus the plot) are determined during the game by the game “players” and the Gamemaster. Each ofthe “players” controls the actions of his “player character”, while the Game- ‘master controls the actions ofall of the other characters (called non-player characters). Thus each player assumes the role of (role plays) his character and the Gamemaster role plays the non-player characters, In other words a fantasy role playing game isa “living” novel where interaction between the actors (characters) creates a constantly evolving plot. ‘The Gamemaster also makes sure all ofthe characters perform actions which are possible only within the framework ofthe setting that he has developed (his “fantasy” world). Thisis where the “fan- tasy” part and the “game” part come into the definition ofa fantasy role playing game. A Gamemaster ereates a setting which is not limited by the realities of our world, and thus the seting falls into the genre of fiction known as “fantasy”. However, the Gamemaster, usually uses a set of “rules” which define and control the physical realities of his fantasy world. The use ofthese rules turns the pro- cess of creating the role playing “novel” into a game, Thus, a fantasy roleplaying (FRP) game's set ina fantasy world whose reality isnot defined by our world, but instead defined bya Set of game rules. The creation of the plot of a FRP games an on- ‘going process which both the Gamemaster and players may affect, ‘but which neither controls. The plot is determined through then. teraction of the characters with one another and the FRP game's setting. ‘Since fantasy roleplaying is a game it should be intersting, ex: citing, and challenging. Thus one of the main objectives of a FRP. tgame is for each player to take on the persona of his (or her) player character, reacting to situations as the character would, Thisisthe biggest difference between FRP games and other games such as chess or bridge. A player's characteris not just apiece or acardina ood FRP game a player places himself in his characters position. ‘The Gamemaster uses detailed descriptions, drawings and maps to help the players visualize the physical setings and other characters, In addition each player character should speak and react to the other players as his character would. All ofthis creates an aro in volvement, excitement, and realism (in a fantasy setting of cours). ‘The Gamemaster has been described as the limited “author” of the FRP game; actually, he functions as more than this. The Gamemaster not only describes everything which occurs in the ‘game as fit were really happening to the player characters, but he also acts as referee or judge for situations in which the actions at- tempted by characters must be resolved. The Gamemaster hast d0 ‘lot of preparation before the game is actually played. He must

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