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S. Coleman Charlton

Auteur de Le jeu de rôles des terres du Milieu...

43+ oeuvres 727 utilisateurs 2 critiques

A propos de l'auteur

Séries

Œuvres de S. Coleman Charlton

Arms Law & Claw Law (1984) 73 exemplaires
Creatures and Treasures (1990) 59 exemplaires
Arms Law (1994) 37 exemplaires
Spell Law (1995) 32 exemplaires
Rolemaster Fantasy Role Playing (1999) 31 exemplaires
Gorgoroth (1805) — Auteur — 25 exemplaires
Combat Screen and Reference Sheets (1985) 24 exemplaires
War Law (Rolemaster) [BOX SET] (1991) 16 exemplaires
...of Channeling (#5803) (1999) 11 exemplaires
Of Essence (Rolemaster Companion) (1999) 11 exemplaires
The Lidless Eye Companion (1997) 4 exemplaires
Rolemaster: Arms Law 2 exemplaires
Rolemaster 3-In-1 (1996) 2 exemplaires
Manuel des sorts... (1989) 2 exemplaires
Gamemaster Law (#5521) 2 exemplaires
Claw Law 2 exemplaires
Rolemaster - Grundregelwerk (2007) 2 exemplaires
Asemestari 1 exemplaire
Loitsumestari 1 exemplaire
RoleMaster - Buch der Magie (1991) 1 exemplaire

Oeuvres associées

Dark Mage of Rhudaur (1990) — Contributeur — 34 exemplaires
Space Master Boxed Set (1985)quelques éditions33 exemplaires
Shadow in the South (1988) — Directeur de publication, quelques éditions29 exemplaires
The Court of Ardor in Southern Middle Earth (1984) — Directeur de publication — 23 exemplaires
Phantom of the Northern Marches (1986) — Directeur de publication, quelques éditions22 exemplaires

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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
 
Signalé
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.
… (plus d'informations)
1 voter
Signalé
MooapeTheSequel | Jun 14, 2010 |

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Statistiques

Œuvres
43
Aussi par
6
Membres
727
Popularité
#34,931
Évaluation
½ 3.4
Critiques
2
ISBN
43
Langues
5

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