naiddle-earcpmiddle-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 permitted6.0 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
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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
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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 ..
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ISBN 0-915795-183
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ae1.0 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