Necrozius
Legendary Pubber
- Joined
- Apr 25, 2017
- Messages
- 4,289
- Reaction score
- 10,602
I finally got my copy of the Loremaster's Guide for Adventures in Middle Earth.
While I've only skimmed it and read a few parts, I would like to begin by sharing my first impressions. I'll add more as I get through it.
So far, I really like it. Some things that really stood out to me:
While I've only skimmed it and read a few parts, I would like to begin by sharing my first impressions. I'll add more as I get through it.
So far, I really like it. Some things that really stood out to me:
- Stat blocks for NPCs, each with mechanical tie-ins with the "Audiences" rules for interaction and reputation. I have to re-read how this system works in the core book, but I like how AiME handles this concept.
- Stat blocks for Adversaries. Sure one could just use the D&D 5e Monster Manual, but I honestly would like to see how this game publisher would tweak monsters to better fit Tolkien's world. I love the choices included in this book. For any gaps, I'm sure that the core MM for D&D would suffice. But this gives the DM a good start.
- Rules for Journeys, especially the DIY templates. After reading the Player's Guide, I swore that I'd use the journey system with other games and now I have the tools to make my own without too much effort.
- Magic item creation. Lots of ideas and effects in here. Only skimmed them but I'm excited to make my own.
- Advice on getting the theme/mood "right". There are nice sections devoted to advice to the DM on making the game "feel" like it's part of Tolkien's world. I especially liked the sidebar on how to properly handle the Deux ex Machina scenes that we all know of ("the Eagles are coming!"). Very nicely done.