"I would draw some of the great tales in fullness, and leave many only placed in the scheme, and sketched. The cycles should be linked to a majestic whole, and yet leave scope for other minds and hands, wielding paint and music and drama." - J.R.R. Tolkien
My favorite licensed Tolkien game was published by Iron Crown Enterprises in 1991. It was called The Lord of the Rings Adventure Game (abbreviated, bizarrely, as "LOR"). Because I'm very charmed by the system, I ran some games using an adaptation of it.
When I began the Middle-earth Hexcrawl project, I wrote them with an eye towards this adaptation. The more I wrote daily hexes, the more I found myself co-developing a system to use to run the hexcrawl.
I've called this system Lore. It is a retroclone of The Lord of the Rings Adventure Game, much expanded and elaborated on and with many optional subsystems. It is what I will use to run the Middle-earth Hexcrawl.
You can check out the game, here:
What's different about this retroclone?
There's lots of retroclones scattered throughout the blogosphere. Why is this one worth your time? I think there's a few things that are cool here!
A setting for a system, a system for a setting
Ever since I wrote my
1937 Hobbit blog post (almost ten years ago, good Lord), I've been making posts with rules that attempt to codify the "Treasure Hunting, Journeying, Singing" aesthetic of the original Hobbit. The Middle-earth Hexcrawl Project and
Lore are the culmination of those efforts.
The hexcrawl allows you to explore a Middle-earth that never was: one where weird stuff is under every hill and around every bend in the road.
Flavourful characters
The original LOR had a premise I've rarely seen before - it was almost a capsule game. The game was about playing these characters in this adventure. (The adventure was a railroad, but hey.) And there was no ownership over the characters. You could play one character one night and another character on the following night.
A funky premise, but one that I think is compelling! Lore has a similar default set up: play as a gang of burglars from Bree!
And if you choose to make your own character using the advanced rules, each character should prove to be totally unique with each culture having 50 random, flavorful abilities to gain (300 abilities in total). I think there's some real gems here!
How to make friends and influence people
"Poor little blighter," said William. He had already had as much supper as he could hold; also he had had lots of beer. "Poor little blighter! Let him go!"
"Not till he says what he means by lots and none at all," said Bert.
I love that exchange between the trolls in The Hobbit: what a perfect summation of the OSR approach to monster encounters. In Lore, there are two twists on classic OSR procedures of languages and the reaction roll.
Characters in The Hobbit are true polyglots! The dwarves speak the raven language but also understand the crow tongue. Gandalf (and the goblins, presumably) speak the wolf language. And characters can suddenly understand languages in medias res, like Bard understanding the thrush. Similarly, in Lore, the languages you know and don't know are determined during play. If you pass your Understanding test, you know the language being spoken/if you fail, you don't. Add it to your permanent list of languages known/unknown.
Similarly, based on your race, characters have a default starting reaction towards you (nobody likes dwarves...). But if you speak their language, you can negotiate with them and improve their reaction. Your Beauty score determines how many times you can make a social faux pas before a neutral reaction deteriorates into a hostile one!
Delightfully wonky combat
The OSR has ruthlessly refined all the wonkiness out of old-school combat, streamlining it and harmonizing it with the rest of the system: roll high, no THAC0, no charts. I think the simplified MERP combat shown in the original LOR was too crucial to its experience to cut!
Roll on a combat chart to determine if you hit your opponent and how hard. And nested in the chart are super flavourful death and dismemberment results. Armour is important not just because it makes you harder to hit but because it protects your vital spots. For example: "Gash to neck: 10 damage and bleeding wound. If no chest armour, internal bleeding in the throat means that target cannot speak until after rest."
Experience through travel, just in-time level ups
If The Hobbit (and its sequels) are about journeys, I wanted to make sure that journeys were actually fun. Something that frustrates me with other "Ring" games is it abstracts travel either into a series of random rolls (the Guide randomly has to make a skill check - no choices! boring!) or handwaves travel entirely.
In Lore, there's a crunchy journey system that makes you have conversations about how you approach the puzzle of travel.
And, importantly, your company gains experience based on new hexes traveled and new dungeons explored. When your company gains a total of 10 travel points, one member of the company gains an experience point (which is what "levels" are called in this parlance). You can cash in your XP right away to immediately get a new power. Or you can hold on to it and use it when you need it most. If you meet an old man in the hexcrawl, they might be able to teach you a unique skill if you have the XP banked. Or you can spend your XP on enchanting magical items!
Credits
This is entirely a fan work, like a piece of fanfiction published in the Tolkien Society bulletin. My use of the terms, concepts, characters, names, and texts are not a challenge to the trademark or copyright.
Art and Cartography
- The Middle-earth Hex Map was created through the research and labor of Idraluna Archive
- Art is by Goran Gligovic, used by kind permission
Additional Thanks
- Hope, hexcrawling rules, and certain wandering encounter events are sourced from Arnold K. of Goblinpunch's Hex Crawling v3, shared under a CC BY-NC-SA 4.0 license.
- When populating hexes, I frequently relied on the bounty of the blog d4caltrops by Ktrey. You might see some results from his wonderful d100 tables here.
- Special thanks to Elizabeth for her encouragement.
Sprawling, but incomplete
The Lord of the Rings Adventure Game is a simple piece of game design; its rules barely take up 34 pages. Like many old games, it is an imperfect beast but has many good ideas.
This adaptation has become swollen—almost bloated like Shelob. It has spoiled the original's simplicity in favour of gluttonously feasting on subsystems that appeal to my sensibilities. Such is the author's prerogative!
And yet, this game is incomplete. Not only are there subsystems mentioned (e.g., Downtime) that I haven't finished explaining, but the whole thing is unedited. The entire thing was written in a stream of consciousness to get the ideas onto paper with no thought of clarification or harmonization.
But if I didn't stop working and publish this game on my blog in an unfinished state, it would never be seen by anyone besides myself. I am prioritizing sharing the results of my fever dream labours over presenting something that's, well, presentable.
I suspect that as I continue to reread the trilogy every year I will continue to return to these rules and worry at it. Check back in sometime. Maybe you will find some improvements!
I hope there is something here that is appealing to you, friend.
If you end up running the Middle-earth Hexcrawl using these rules, please do let me know.