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43+ Werken 729 Leden 2 Besprekingen

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Werken van S. Coleman Charlton

Arms Law & Claw Law (1984) 73 exemplaren
Creatures and Treasures (1990) 59 exemplaren
Arms Law (1994) 37 exemplaren
Spell Law (1995) 32 exemplaren
Rolemaster Fantasy Role Playing (1999) 31 exemplaren
Gorgoroth (1805) — Auteur — 25 exemplaren
War Law (Rolemaster) [BOX SET] (1991) 16 exemplaren
...of Channeling (#5803) (1999) 11 exemplaren
Of Essence (Rolemaster Companion) (1999) 11 exemplaren
The Lidless Eye Companion (1997) 4 exemplaren
Rolemaster: Arms Law 2 exemplaren
Rolemaster 3-In-1 (1996) 2 exemplaren
Manuel des sorts... (1989) 2 exemplaren
Claw Law 2 exemplaren
Rolemaster - Grundregelwerk (2007) 2 exemplaren
Asemestari 1 exemplaar
Loitsumestari 1 exemplaar
RoleMaster - Buch der Magie (1991) 1 exemplaar

Gerelateerde werken

Dark Mage of Rhudaur (1990) — Medewerker — 34 exemplaren
Space Master Boxed Set (1985)sommige edities33 exemplaren
Shadow in the South (1988) — Redacteur, sommige edities29 exemplaren
The Court of Ardor in Southern Middle Earth (1984) — Redacteur — 23 exemplaren
Phantom of the Northern Marches (1986) — Redacteur, sommige edities23 exemplaren

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Algemene kennis

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As one of the original Iron Crown publications this is pretty lavish, with a lot of NPC's and backstory.
½
 
Gemarkeerd
DinadansFriend | Nov 8, 2013 |
When using Tolkien's universe as a game setting, there are two major constraints; the geography, and the history. Obviously, Tolkien never intended for his work to be used for role playing games; he wrote simply because he wanted a context for his languages (and to tell stories, of course). Consequently, he only "discovered" as much of Arda as he needed for these purposes - which makes for a realtively meager geographical gaming context; with only a handful of documented settlements and hotspots to play with, environments are bound to get old fast. On the other hand, the vast portions of empty space on the maps leave plenty of room for players to come up with interesting places of their own - which is also what Iron Crown Enterprises (ICE) does in Middle-Earth Role Playing (MERP). But in the end, there is only so much you can add to the setting and still keep it intact. Which leads to the second hurdle; the history.

In Tolkien's Middle-Earth, all global events of epic proportions have either already taken place, or - as in the case of the time setting for MERP (which is ca year 1600 Third Age of the Sun and onwards) - are still to come. Important and fantastic things will happen - regardless of what the players do with their characters. Role playing in the Star Wars universe is a good example of the opposite: there is enough space for players to act out and have an impact on the setting without contesting the original. MERP still does its best not to turn players into bystanders, and the overall result is satisfactory.
… (meer)
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Gemarkeerd
MooapeTheSequel | Jun 14, 2010 |

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Statistieken

Werken
43
Ook door
6
Leden
729
Populariteit
#34,830
Waardering
½ 3.4
Besprekingen
2
ISBNs
43
Talen
5

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