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The Hall of Fire issue 40 - April 2007
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Boromir Ï Simply
Simply the Best
the Best Ï by
by Catherine Karina Chmiel
Catherine Karina Chmiel
Boromir
Simply
the Best
by
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I N THIS ISSUE
A N ARRATOR S S O - CALLED L IFE
2
G REETINGS ,
Salutations.... Hello All!
• Developing a Chronicle
F AN F LAVOUR
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• Of the Noegyth Nibin
Just when Tolkien couldn't feel more dead, his son Christopher
comes through for us hard core fans. Earlier this week, The
Children of Hurin was released. This book is based upon the
lives of Hurin and his children, Turin and Nienor. From most
all accounts, this book is well worth the time and money to
invest. Though this announcement isn't closely gaming
related, I thought its significance bears some mentioning.
• The Petty-Dwarves (Noegyth Nibin)
• New Packages
• Club of Bullroarer
• Ents
Now to #40... only a few more to go, but I'm still having fun!
This month we've got some things you haven't seen in awhile
and some brand new things: the first in a series of A Narrator's
So-Called Life about developing a chronicle, some info on the
Petty-dwarves (the same sad creatures featured in The
Children of Hurin), new racial profiles for PC's, plus a whole lot
more!
A LLIES AND A DVERSARIES
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• Mordirachas (Elf of Dark Despair)
• Gazhur
• Maudush
F IELD G UIDE TO C REATURES OF M-E
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Happy Gaming to all!
• Equines: Horses, Ponies and Mearas
Matthew Kearns
aka GandalfOfBorg
Editor
A RT C REDITS
19
C ALLING ALL GAMERS / C REDITS
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CONTACT THE HALL OF FIRE AT:
CODAWEBZINE@HOTMAIL.COM
CREW
MATTHEW KEARNS (GANDALOFBORG), EDITOR, WRITER
ultimac@hotmail.com
PETER MERRYMAN, ARTIST
DAVID D. (ISSACHAR), WRITER, PROOFREADER, LAYOUT
issachar44@yahoo.com
This is an unofficial fan webzine created for players of Decipher's The Lord of the Rings Roleplaying Game and the world of Middle-earth created by
J.R.R. Tolkien. There is no affiliation between the creators of this webzine and Decipher, Tolkien Enterprises, or any other related corporation. All
material is either direct from Tolkien sources, Decipher, opinion, or has been created for the said purpose of roleplaying in the world of Middle-earth.
Some images are used herein for the purpose of adding flare to the webzine, but are owned by varied sources mentioned in the Credits on the last page.
THIS DOCUMENT IS NOT FOR RETAIL SALE AND INDIVIDUALS MAY PHOTOCOPY AND PRINT FOR THEIR PERSONAL USE.
Issue Forty
T HE H ALL OF F IRE
April 2007
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Hall of Fire * The Unofficial Lord of the Rings Roleplaying Game Webzine
Issue 40 * April 2007
A N ARRATOR S S O -C ALLED L IFE :
D EVELOPING A C HRONICLE
by Matthew “GandalfOfBorg” Kearns
This is the first in a short series of articles aimed at helping a Narrator out with developing through ending a game for The Lord of the
Rings Roleplaying Game. Suggestions and advice come from running and playing successful and unsuccessful games along with input
from other gamers. To start things off with, let's get a game going.
1. You have an interest in roleplaying games. Check!
2. You have friends with an interest in roleplaying games. Check!
3. You have an interest in running a game in world of Tolkien and you're pitching the idea to your friends. Check!
So what's next?
There are a number of factors that go into creating a chronicle for a Narrator to consider. The following are most prominent in my
mind, but there are probably others that I am missing that you might find more important than these.
F OCUS
First, when I create a chronicle I
look what I want to be my primary
focus of the chronicle. I look at
Focus as kind of a sliding scale with
Story at one end and Character at
the other. The reason for the sliding
scale as you can always add chapters
that can be oriented towards
developing the story, investing time
to develop characters and their
background, or a mixture of both.
C HRONICLE ' S P ARAMETERS
Next comes more of the crunchy bits that frame your story
or character-driven drama. The parameters of the chronicle
help both the Narrator determine what's in and what's out,
but inform the players as to what the constraints on the
game will be.
A GE OF M IDDLE - EARTH
Prior to the First Age: During this time, the world is shaped
and Eldar are brought into the world. There is some
opportunity for adventure such as during the migration to
Valinor, but it might best serve as some story or character
origin information.
When I create long-term games, my
style lends more towards Story-
centric while attempting to
intertwine the characters personally
into the central story or at least have
background arcs focussing on the
characters.
First Age: Morgoth and Ungoliant destroyed the Trees, stole
the Silmarils and set in motion the strife that belabors the
world unto this day. The Kin-slaying occurs at Alqualonde,
the Noldor cross over to Middle-earth from Valinor, the
Eldar and eventually Men make war upon Angband, and
the age ends with the sinking of Beleriand and the rise of
Numenor.
C HARACTER - CENTRIC
Using player background and traits as fodder for adventure.
Second Age: The Golden Age of Men. The sea-faring
kingdom explores Middle-earth far and wide and develop
great amounts of deep lore, which will soon be lost in the
sinking of the isle. War is made upon Sauron, former
lieutenant of Morgoth and he is captured. When Numenor
is sunk, he barely escapes. The end of the Age occurs at the
end of The Last Alliance when Elendil and Gil-galad are
lost while dueling Sauron and The One Ring is cut from the
hand of the Dark Lord by Isildur.
S TORY - CENTRIC
Using an underlying plot that the characters interact with while
maybe incorporating aspects of the characters themselves into the
story.
Besides what you decide, listen to what your players want to see in
the game as well. If you are doing a combat-intensive game, those
characters who don't show much prowess in fighting may be turned
off to the game and vice versa. Do your best to cater a little bit to
everyone, but don't go overboard.
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Hall of Fire * The Unofficial Lord of the Rings Roleplaying Game Webzine
Issue 40 * April 2007
Third Age: This Age is marked by the decline of the kingdoms of
all Free Peoples: elves begin massive migrations to the coast to
catch ships bound for Valinor, never to return to Middle-earth,
dwarves seclude themselves in their kingdoms while battling
against wyrms and orcs, and the kingdoms of Men dwindle in
strength as the age-old shadow of Sauron gains strength over
time. The Dark Lord appears once again towards the end of the
age and the age culminates with the final destruction of Sauron
and The One Ring, the crowning of the king of Reunited
Kingdom, and the passing of the Ringbearers into the Uttermost
We s t .
R ACES ALLOWED
The story focus, age, and lands can determine how a Narrator
chooses which races are appropriate as PC's in the game. If a
story is centered around The Shire, Elf, Man, or Dwarf characters
are probably not advisable to be allowed unless under extreme
circumstances with the Narrator and possibly other players
agreeing.
A DDITIONAL A DVANCEMENTS
A few advancements (2-3) to start off with can help characters be
a little more customized and competent in some areas while quite
a few (5+, and really above 7) can make characters quite
powerful, so a Narrator should be quite familiar with both the
rules and have a mature game focus to the game to start with
otherwise issues will creep up.
Fourth Age: Known lore focuses on the reigns of Elessar and
Eomer and gradually into the reign of their sons. Eventually a
new dark power arises, though much is unknown about it.
S UPPLEMENTS ALLOWED
Supplements are great for fostering ideas for characters, stories,
side adventures, new and corrected rules, and extra character
features. A Narrator should review the supplemental material
that players may be interested in before allowing anything new
into the game.
L ANDS
Eriador: Eregion, Dunland, The Shire, Rivendell, Lindon, Arnor
and its child realms Cardolan, Arthedain, and Rhudaur, Angmar,
The Northern Wastes, and the sparsely inhabited lands of
Minhiriath and Enedwaith.
R ULES INCORPORATED AND HOUSE RULES
The Hall of Fire, Decipher messageboards, and even official
supplements offer up ideas for supplemental and house rules that
address areas in the rules that others don't think quite work for
them. I would suggest running the game out of the book for
awhile before implementing any changes that you've devised or
read about somewhere to make sure you are comfortable with
changing them.
Rhovanion: Dale, The Lonely Mountain, Iron Hills, The
Woodland-realm, Anduin Values and Carrock, Rhosgobel, and
Lothlorien, Mirkwood
Gondor, Rohan: Provinces of Gondor, Rohan, Fangorn Forest,
Dead Marshes, White Mountains, Harondor
Numenor
Beleriand: Doriath, Gondolin, Angband, Nargothrond,
Ossiriand, Belegost and Nogrod
Rhun: Khand, Dorwinion
Harad (The South)
Mordor
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Hall of Fire * The Unofficial Lord of the Rings Roleplaying Game Webzine
Issue 40 * April 2007
R ESEARCH
All of the suggestions given below I believe are top-notch resouces for researching backgrounds, plots, and general information about
people and places in Tolkien's world.
• The Encyclopedia of Arda
The best resource anywhere for quickly finding information on all sorts of topics.
http://www.glyphweb.com/arda/default.asp
• Silmarillion and Histories
• The Children of Hurin
Read these for more in-depth information in preparation of the games played up through
the 2nd Age.
• The Hobbit
• The Lord of the Rings
The best sources for northwestern Middle-earth during the last 100 years of the 3rd Age.
• Appendices (in back of
The Return of the King)
A great source for info for the rest of the 3rd Age and for other regions of Middle-earth
during the time of the War of the Ring and on into the 4th Age.
• Online Resources
Published and prior licensed games and supplemental sources: The Hall of Fire, Decipher
Messageboards, MERP
K NOWLEDGE OF S ETTING AND S YSTEM : N ARRATOR VS . THE L AWYERS
Be clear, be consistant, be fair. Lay down ground rules that all will
abide by when the Narrator invariably contradicts setting canon
or a situation occurs where there is no clear rule on how to
address it. Suggestions to help mitigate these occurances are to
set the game in little known periods of time and regions with
sparse detail along with keeping appearances of big name
characters to a minimum.
Out of all phases of a game, the initial player buy-in and chronicle
outline to me are the most difficult and time consuming.
Ultimately I also feel it is one of the most rewarding as I can
always find interesting bits of lore I missed previously or rediscover
something that captured my imagination before.
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