01-13-2008, 05:59 PM | #1 |
Join Date: Dec 2007
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Middle Earth Adventures using GURPS
This has to be an issue that has been discussed many times before, but I haven't discussed it yet, so I bringing it up again.
The Middle Earth background is so rich for adventures beyond the traditional fantasy, allowing for fun interaction between the players and the history and background of the lands is complex, and I wondered what ideas other people had. The trouble I have is that its hard to adventures before the destruction of the one ring because everybody already knows everything, so there is no mystery to it. Magic is diminished after the destruction of the one ring, so there isn't a new quest. And if you do a traditional dungeon crawl, if doesn't feel special about running a campaign in Middle Earth. The ideas that immediately pop into my mind are adventures stemming from pockets of magic, areas where elven magic lingers and has been twisted. There can also be fun adventures about those who remained at Rivendell destroying the last of Sauron's minions, which could include aspects of dungeon crawl and lieutenants with weird powers. I think GURPS is perfect for a Middle Earth campaign because you can do a campaign that is not complete combat based and requires high role playing, but still getting to do a little bit of gratitous violence, which despite my previous comments, I have to admit, is always a blast. Anybody have any other ideas? |
01-13-2008, 07:09 PM | #2 |
Join Date: May 2005
Location: Oz
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Re: Middle Earth Adventures using GURPS
I ran a campaign set about a decade after the fall of Sauron, about the re-ordering of Eriador. The Dunedain of the North were re-establishing Arnor, and the King had made proclamations encouraging people to migrate there. But the Dunlendings were still basically hostile, the orcs in Moria were undefeated, and the departure of Elrond and his stompiest retainers meant that the watch on the Trollshaws and old Angmar was weakened.
In particular, my campaign focussed on the surviving Black Numenoreans (who were hated in Harad as Sauron's lieutenants) fleeing to Eriador to make new lives. Most of them were genuinely repentant of their former service to Sauron (and rather bewildered that the world turned out to be different from what he had taught them to believe), but they didn't really have an cultural idea of how to be "proper" Dunedain. And there was a lot of friction between them and the Dunedain of the North, who had fought the good fight for thousands of years etc. This was exacerbated because the Black Numenoreans had preserved their bloodlines more arrogantly (and therefore were of purer Numenorian race) and had preserved a lot of Numenorean lore and physical culture (technology) that the good guys had lost while they were hiding out as rangers.
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Decay is inherent in all composite things. Nod head. Get treat. Last edited by Agemegos; 01-13-2008 at 09:02 PM. |
01-13-2008, 09:18 PM | #3 | |
Join Date: Feb 2007
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Re: Middle Earth Adventures using GURPS
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1. Late Second Age, Founding of Gondor and Arnor: Numenor has fallen, the majority of the Dunedain are dead, the survivors are mostly corrupted or at best misled, still following Sauron. But Gondor and Arnor are just being founded, PCs could be surviving Faithful Dunedain, who feld Numenor with Elendil. They've got new lands to explore, Elven allies to cultivate, old rivals out to get them. Role playing opportunities abound. For interpersonal role play, imagine a Numenorean couple, one Faithful and one of the King's Men, who broke up over the religious dispute and now have met again in Middle Earth (the anti-Valar one might have left Numenor before the hammer fell). Is the former majority Dunedain repentant now? Or is he/she angry and blames the Valar for the Downfall? If they meet again, how to they interact? Adventures could include exploration: Elendil might send a party of explorers out to survey the bounds of Gondor and Arnor, or to bear diplomatic messages to Khazad-dum, or the Elven Realm in Greenwood. There may well be dragons in the skies in those ages. And of course Sauron is going to reappear, perhaps your PCs are the first Dunedain to discover that he's still alive... Heck, Isildur might send people into Mordor in the early stages of the foundation of Gondor to see what's there, even before they know Sauron is back, only Eru knows what they might encounter there! 2. There are three thousand years of history in the Third Age. Imagine a party of Dunedain in the Gondorian Civil War, trying to salvage what they can, or trying to ameliorate the Plague. There are lots of possibilities... |
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01-13-2008, 11:00 PM | #4 |
Join Date: Jan 2008
Location: Maine
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Re: Middle Earth Adventures using GURPS
hey i ran a middle earth game that used isador great grandchild being consumed by darkness. and pretty much ressurected Morgoth. acturally just used his essence to become the new dark lord.
elven blood had dimished only half elves have lived on. and a new enemy shadow elves or shadow and air demons. opposed to the shadow and fire. idea. i know hard core tolkien fans probbaly wont like the idea but if you wanna runa more darker gritty middle earth it works. my players enjoyed it quite a bit. |
01-14-2008, 12:11 AM | #5 |
Join Date: Jun 2006
Location: On the road again...
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Re: Middle Earth Adventures using GURPS
Our one and only GURPS Middle Earth game died when the PC playing Arwen betrayed the PCs. To this day, we still talk about Dark Queen Arwen the Betrayer. XD
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
01-14-2008, 12:12 AM | #6 |
Join Date: Jan 2008
Location: Maine
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Re: Middle Earth Adventures using GURPS
wow thats missed up lol. talk about alternate universes. probably coudl add that world to the infinite world list arwens world. lol
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01-14-2008, 09:58 AM | #7 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Middle Earth Adventures using GURPS
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The biggest question was what to do with the Three Rings. I decided that Gandalf had died fighting against being possessed by his (spontaneous istari combustion, you know); Elrond had succumbed and was a mind-controlled slave (and eventually the PCs rescued him by amputation); and Galadriel was just barely holding her own, still using her ring to fight against Mordor, but going mad from the stress, especially since she didn't dare sleep. I recruited a friend who does good scary to play Mad Galadriel, and she terrified the players, who were genuinely unsure if she was corrupted or not. It seems to me that the orthodox history has room for adventures—either grand adventures during, say, the cleaning up of Middle-Earth or small quests by Shirefolk who got restless. . . . Bill Stoddard |
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01-14-2008, 10:48 AM | #8 | |
Join Date: Feb 2007
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Re: Middle Earth Adventures using GURPS
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01-14-2008, 11:47 AM | #9 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Middle Earth Adventures using GURPS
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Bill Stoddard |
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01-14-2008, 02:31 PM | #10 | |
Join Date: Sep 2007
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Re: Middle Earth Adventures using GURPS
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* Eowyn gets points for helping. But a hobbit is every bit as much "no man" as a woman. And Merry has the barrow-blade specifically enchanted as a bane for the Witch-King. Eowyn got the credit, but Merry's actually the one that kills him. |
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Tags |
fantasy, tolkien |
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