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 Middle-Earth (MERP) RPG (1-3 Openings) 
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Joined: Fri Dec 11, 2009 12:30 am
Posts: 1051
Location: Marietta, GA
Post Re: MERP RPG (2-3 openings)
Looks like Ashe and Maltar will be out next weekend, so this game is going to pickup Sat May 14th, 2011.

Currently the party is scouting the Weather Hills and the old realm of Arnor for orc lairs/orc/warg activity and making notes for captain Arathorn IV of King Elessar's forces. These forces have begun assembling in Rivendell and at the ruins of Weathertop (Amon Sul) in preparation to retake Arnor and Angmar. The party found a old ruined watchtower from the 2nd/early Third Age and have explored it, discovering a hidden armory beneath the tower and a further secret door / stairwell (dwarven make) that leads into some sort of tunnel system. They encountered some traps and had to figure out some runes/puzzles. They also fought a large spider dwelling in the tunnel. They killed the spider, but now they hear sounds of battle from above where some of the party was on watch. Evidently orcs or something has come along....

I've got several openings for serious mature roleplayers if anyone is interested. I can provide you a rulebook (pdf) if needed as this game is long out of print.

Game Time/Day: Saturday evenings 9 pm-1 am EST.
Session #13
Game Server: Mayhem
Game Room: Middle-Earth Roleplay
Timeline: Fourth Age 1
Game: MERP 2e rules with possible Rolemaster expansion later on.
Level: 2
House Rules: 100 gp to start (ignore 2 gp starting funds), you may pick your background options or roll them randomly. However, if you wish to combine them all into one mighty magic item/heirloom or the like, you must seek approval from me first. You can buy minor magic items with your gold or herbs or the like. See pgs 258-260 MERP 2e.

Also no Orcs/Trolls/Corsairs/Easterlings/Haradrim/Variags/Black Numenoreans as pc races. Noldor are also going to be rare. Sindar or Silvan elves ok, most other men and dwarves, hobbits are alright. Also you may reroll your attributes if they're all lower then 65 one additional time, keeping the results. Remember that you can replace your lowest stat with a 90 for your prime attribute. Also remember any stat below 20 can be rerolled at any time.

Sheets should be in .doc/.rtf/.txt/,pdf or pc node files preferred, but the .xls file that trollblood offered will work too. Send me your completed sheets to my email at landothearchmagi at comcast.net.

House Rules
Fate system for more cinematic play (limited to 3 pts each session per rules on thread)
Roleplay encouraged. Please be sure to state your actions clearly.


NPCS (who hired the pcs) (brother/sister)
Grithnir - Dunedain Warrior
Morwen - Dunedain Animist

PARTY
daddystabz-Dunedain Ranger
debo11-Ashetar Noldor Elven Mage
Maltar - Dunedain Scout (played by Kyanna)
Max - Olrin Dwarven Warrior
ScottS: Half-Dwarf Animist in the works[/i]
Opening: Any class


Sun May 01, 2011 1:25 am
Profile YIM

Joined: Sun Sep 05, 2010 5:30 am
Posts: 290
Post Re: Middle-Earth (MERP) RPG (2-3 openings)
I Might be interested in playing if you can give me more information

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Daedalus

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Tue May 03, 2011 2:38 am
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Joined: Sun Mar 27, 2011 5:02 am
Posts: 69
Post Re: Middle-Earth (MERP) RPG (2-3 openings)
~Looks like we're all out for nextweek then?
We're all gonna have been ill before long at this rate :-)


Tue May 03, 2011 9:57 am
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Joined: Tue Feb 16, 2010 1:59 am
Posts: 551
Post Re: Middle-Earth (MERP) RPG (2-3 openings)
What info do you need, Daedalus?


If you do not know how to play MERP 2e, don't worry because we can help you make a character and learn the game. We can also provide you with the game materials you would need. In fact, you can download the core rulebook at: http://www.megaupload.com/?d=UMB870S5

We can also assist you in rolling a character or make one for you based on your preferences.

So if you have a love for Tolkien and good roleplaying then check us out and adventure with us in the 4th age!

Also feel free to PM me with any questions you might have or anything else related to the game.


Tue May 03, 2011 3:04 pm
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Joined: Sun Sep 05, 2010 5:30 am
Posts: 290
Post Re: Middle-Earth (MERP) RPG (2-3 openings)
I will look at the book and let you know if I have any questions

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Daedalus

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Tue May 03, 2011 4:47 pm
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Joined: Tue Feb 16, 2010 1:59 am
Posts: 551
Post Re: Middle-Earth (MERP) RPG (2-3 openings)
It is fair to point out also we changed the way initiative works in the book and added a Fate Points house rule that allows for the game to play slightly more cinematic. In addition, don't be too stressed if the tables seem confusing at first. All you need to go is know how to make a character and/or get some help to make one and understand the basics. We can interpret your table rolls for you to make things even more easy for you to get started.


Wed May 04, 2011 3:29 pm
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Joined: Sun Mar 27, 2011 5:02 am
Posts: 69
Post Re: Middle-Earth (MERP) RPG (2-3 openings)
What was the change made to initiative?


Wed May 04, 2011 4:31 pm
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Joined: Tue Feb 16, 2010 1:59 am
Posts: 551
Post Re: Middle-Earth (MERP) RPG (2-3 openings)
In the book there is always a set order that goes in stages such as spell casting, missile combat, melee combat. In our game we simply go in order of AGI bonus.


Last edited by daddystabz on Wed May 04, 2011 10:57 pm, edited 1 time in total.



Wed May 04, 2011 5:01 pm
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Joined: Fri Dec 11, 2009 12:30 am
Posts: 1051
Location: Marietta, GA
Post Re: Middle-Earth (MERP) RPG (2-3 openings)
daddystabz wrote:
In the book there is always a set order that does in stages such as spell casting, missile combat, melee combat. In our game we simply go in order of AGI bonus.


Yes, that is correct. Order by AGI bonus since its weird to do it in stages and often confusing as well (not to mention even more book keeping for the GM)


Wed May 04, 2011 10:53 pm
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Joined: Tue Feb 16, 2010 1:59 am
Posts: 551
Post Re: Middle-Earth (MERP) RPG (2-3 openings)
I agree with Lando. The way we handle Initiative is simpler and better, imo.


Wed May 04, 2011 10:57 pm
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