Category: LOTR (Page 1 of 2)

DCC Middle-Earth: Too Much Noodling?

I know I JUST posted something about my ideas for a homebrewed DCC-based Middle Earth role-playing game, but now I’m starting to doubt all my noodling and tinkering. Why use DCC’s rules and characters if I’m going to change so many mechanics? (Like combat/damage rules, etc.)

Better to stick with the DCC rules-set and add on a few things (still looking at a Pendragon-style Hope/Despair trait) but keeping the general mechanics as-is. Even though I like Cairn and Nimble 2e’s roll for damage and not to-hit mechanic, it just messes up too many other aspects of DCC that I DO like (like the Deed Die, Turning Evil, etc.).

The real alterations need to be in terms of setting-specific things, like patrons, spells, etc. And using another game’s overland travel rules to capture how important traveling is to the Middle-Earth experience.

But whether we roll to hit or just roll for damage or whatever feels less important. What matters in a Middle-Earth-specific DCC game is making it suited to MIDDLE-EARTH through flavor details, magic, etc., and not worrying about which OSR or NuSR-style mechanic I’ll be using for combat or ability checks.

I need to work on world-building for a Middle-Earth setting and stop trying to Frankenstein all my favorite mechanics into one game.

More Middle-Earth RPG Noodling

Making my Middle-Earth role-playing game heartbreaker using DCC RPG as the chassis and adding in various other elements from games like The One Ring, Nimble 2e, Dolmenwood, Shadowdark, MERP, Pendragon, and others has been both exhilarating and dispiriting, often in equal measures.

As I got deep into the weeds of character stats, magic systems, Luck/Hope/Despair mechanics, I was suddenly left wondering if maybe I should just learn The One Ring after all and call it a day. Why fight the system that everyone seems to agree “gets” Tolkien the best?

But my Middle-Earth RPG isn’t trying to capture TOLKIEN’s Middle-Earth; it’s trying to capture MY Middle-Earth: the one that I created as a kid via various versions including the Tolkien books, and cartoon movies, and other fantasy-related games, books, and media, and the aforementioned MERP, and my own ten-year-old imagination.

I want a Middle-Earth RPG that’s more 1960s “Frodo Lives” counter-culture and 1970s and 80s American fantasy publishing and Angus McBride MERP illustrations. That’s why I settled on DCC RPG as the main rule-set for my homebrew. DCC gives the right vibes of loose-goosey, pre-codified Dungeons and Dragons generic fantasy that feels right for how I imagine my own head-cannon Middle-Earth.

The One Ring, for all its virtues, is very much in line with the aesthetics and interpretation of Tolkien’s legendarium post-Jackson’s film trilogy. It’s got that WETA Workshop feeling–and listen, I love that WETA Workshop feeling! But I want something different for my homebrew game. I want something that takes me back to my kid days, when Middle-Earth wasn’t so “fixed” in everybody’s minds (including my own). It’s hard to describe this “kid-version” of Middle-Earth, but it was somehow more fluid, more malleable. My imagined Middle-Earth was more of a hodge-podge, and as good as the Peter Jackson films are, and as beautiful as Alan Lee’s and Ted Nasmith’s illustrations are, they aren’t my head-version of Middle-Earth.

Anyway, despite my frustrations, I don’t want to abandon my attempts. I’m a bit stuck on the Hope/Despair mechanic and how it will work. I want it to be similar to the Luck mechanic in DCC, but I’ve been toying with using Pendragon’s personality traits mechanic, where Hope and Despair are two opposed scores that add up to 20. If Hope is 10, Despair is 10; if Hope is 13, Despair is 7; etc.

But then what happens if a player spends Hope? Hope goes down, Despair goes up. This might disincentivize players from using Hope (a la Luck), which is one of my favorite DCC mechanics.

No. The Despair score needs to be something else.

This is where I thought maybe Despair might replace the DCC mechanic of Disapproval. Players start with Disapproval of 1, and it goes up by one point each time a character…what? Fails a Hope check? Falls unconscious? Hmm.

That’s the sticking point. In normal DCC, Disapproval goes up if a Cleric fails a spell check. But in my Middle-Earth homebrew, I’m considering getting rid of spell checks and using a mana point system for magic instead. So when does Disapproval/Despair go up?

This has led me back to Pendragon’s personality traits. Perhaps I keep DCC’s Luck mechanic as-is. Players can spend Luck and it works the same as the rules as written in DCC.

But in addition to Luck, there’s now a Hope/Despair trait. Players start with a base of 12 for Hope and 8 for Despair. They can make a Hope check right from the get-go in character creation, and if they roll under 12, they can add +1 to their Hope score.

Mechanically, players can ask for a Hope check at any time to help them on their journey. Maybe they need something really good to happen that can’t be covered by any other rule or mechanic, like they are in a tricky spot against an overwhelming number of goblins. They can ask to make a Hope check, and if it succeeds, then something good does happen–maybe a tunnel gets spotted that allows the party to escape the goblins, or one of the goblins gets too cocky and accidentally trips himself and several of his comrades. Maybe everyone in the party gets +2 to armor class or something during the fight. The player making the Hope check can decide in conversation with the GM. Later, after the session, they make a Hope check again, and a success means Hope goes up by one point (and Despair down by one).

But if the Hope roll during the game fails, then the player must put a check mark next to Despair, and at the end of the session, they make a Despair check, and success makes Despair go up (and Hope go down).

When Despair is higher than Hope, the player falls under the Shadow… not sure how this will work yet. Maybe I make this more of a role-playing thing and less mechanical. As Despair increases, the player must play their character as falling further and further under the sway of the Shadow, and that means they become more Denethor-like, or even Saruman-like. At some point, the PC might even reach a Despair of 19 or 20, in which case they might cease to be playable because they are too under the sway of the Dark Lord.

There’s also a possibility that Hope can get a check even without a player asking for a Hope roll. Maybe the GM can award a check for the party’s success in a difficult situation, and everyone can get a chance to increase their Hope. Similarly, Despair can also get a check when, let’s say, one of the party dies or is seriously injured without healing at the end of the adventure. PCs will have to make a Despair roll at the end of the session to make sure they aren’t overcome by the bad situation.

Maybe this is too swingy or fiddly, but if I make rising Despair into something that is more about role-playing and less about a mechanical disadvantage, then that might give players freedom to ask for Hope rolls during the game to advantage themselves, knowing that if Despair goes up, it’s more about the storytelling than about making their character less effective mechanically.

I’m also curious to try the Nimble 2e (and Cairn/Into the Odd’s) mechanic of only rolling for damage. This would mean hit points need to be slightly higher at first level, and I’m not sure I would use Nimble’s exploding crits mechanic (but I would keep its normal crit rule, where rolling the highest number on the die equals a crit and you can roll again and add to the total). I would keep Nimble’s rule of missing on a roll of 1 too.

I would also use Nimble’s armor class rule, where the AC is lower (normal AC score minus 8), and that’s what gets absorbed on a hit (but only when using Defend as a reaction, see below). Everything hits, basically, except a roll of 1.

Similarly, I would also keep Nimble’s action economy. Every PC gets three actions per round, and those can be used outside their turn as Reactions too (help, interpose, defend, opportunity attack). A PC could potentially attack three times in one round, but the second and third attacks are rolled with increasing disadvantage. Monsters would not get three actions; they would most likely get two actions (move and something else). The more dangerous the monster, the more actions they would get (using DCC’s action dice rules).

I think warriors and dwarves at higher levels will get more actions or special actions to make their classes special.

I would also steal Nimble’s magic system, where PCs would spend mana to cast instead of rolling. I feel like magic in Tolkien’s Middle-Earth rarely “fails.” I’ll keep the DCC spells, though (with a few subtractions… the ones that don’t fit the flavor of Middle-Earth).

My next big step in all this is to make a character sheet, come up with a starting occupations table that’s more Middle-Earth-centric (no gongfarmers, lol), and create the patron tables for Elbereth, Aule, Manwe, and Sauron. Then I gotta cut down the magic spells lists, figure out how to modify the DCC Annual’s Canticles rules to fit with Middle-Earth sensibilities, and playtest with some of my new rules (the Nimble combat and magic stuff, and the Hope/Despair mechanics especially).

I’m still teetering on the edge of my own despair (pun intended) that this homebrewed system won’t work or be worth the effort, but my hope hasn’t faded entirely yet. I think once I put some of these ideas into playtest, see how it goes, then perhaps I’ll feel better.

One may ask: “What’s the point of all this labor?” And I’m not sure I have a good answer. All I know is that I want to try it. I have an idea of playing in Middle-Earth, and I want something that keeps me in an OSR-space while also being a bit more Middle-Earthy than normal OSR DnD. For now, I’m still obsessed with making this homebrew, and despite my struggles, I’m still having fun.

It Came from the Game Closet: Hobbit Tales from the Green Dragon Inn

I teased this ages ago, but it’s finally here. The first installment of what I hope to be a regular series on the blog: “It Came from the Game Closet.”

We have this closet, you see. It is in our living room, and it is quite tall, and it is filled with games. Stuffed. Bursting. Unruly and untapped.

You see, we have filled this closet with games, but we’ve hardly ever played ANY of them, we’ve just let them languish in the game closet and think to ourselves, our heads nodding with pensive melancholy, “Someday… someday…”

And yet, “someday” never comes. We keep putting new games into the closet and never playing them.

Until now.

I’ve opened the weird sliding door of the weird corner closet with the triangle-shaped shelves and I’ve pulled out a game. It’s one of the few games in the closet we’ve actually played, but we haven’t played it in a long time, and it gives me warm fuzzies just looking at the box’s cover art, so it’s the first one I picked.

I wasn’t able to PLAY play it (it’s not really a game that works solo because you need the other players to play the hazard cards), but I did use the cards to make up my own stories and added in a few hazards just to keep it fun. I tried to imagine myself as a hobbit sipping a pint at the Green Dragon, regaling the crowd with my masterful yarn-spinning skills. I felt silly at times, yes, but I had a good time.

Hobbit Tales is a storytelling game, and as such, it lends itself to use as a storytelling tool. As I was playing it solo, I realized how I could use it for my writing and role-playing game prep (I should have realized its use for RPGing sooner, since the game literally bills itself as an aid/companion to the first edition of The One Ring RPG… I feel a bit dumb about not catching that until now).

Each card has a title, a picture, and a quote from Tolkien’s fiction, and thus there are lots of jumping off points for storytelling/prompts for writing and gaming. Yes, there are a gazillion writing prompt-generators out there, digital and analog (I have these really cool Writing Dice, in fact, that my husband got me for Valentine’s Day), but there’s lots of charm in using the simple story seeds from the Hobbit Tales cards.

The open-ended quality of the titles, illustrations, and quotes means they’re flexible enough for any kind of fantasy story, and because they are simple and often archetypal, they prompt lots of symbolic and even mythic ideas.

For instance, one of the random cards I drew “Weather-beaten Traveler.” This immediately prompts me to think of types of weather that could beat someone down: rain showers, snow storm, wind storm, floods, even sandstorms and drought. And the idea of a “traveler” is so basic and yet full of possibilities. The traveler could be a stranger in a strange land, a person seeking a way back home, an explorer, someone on a quest, or someone simply out for a stroll who got caught up in a weather phenomenon.

What would happen if I drew such a card as a prompt for a story, or to give me something to insert into a story where I’m stuck?

I’m currently working on Norse City Limits, an urban fantasy inspired by Icelandic sagas and old 1940s film noir, and my main guy, Grettir, is about to speak to a dead man (could be magic or Grettir could simply be hallucinating due to a drug-induced haze… I don’t know yet). If I wanted to, I could play a free-association game with my “weather-beaten traveler” card.

Perhaps the dead man is a vagrant, caught up in a web of lies and vice that he’s totally alien to, just the wrong man at the wrong time.

Or perhaps he was traveling to find Grettir, got caught and killed by Grettir’s enemies, and now he’s shown up anyway in the form of a corpse.

Or perhaps he wasn’t killed by humans at all. Maybe the weather killed him, an extreme form of weather (and maybe that weather was caused by a spell or a god), and his death is a portent of things to come.

The Hobbit Tales cards are really fun in this regard because they spur ideas, invite me to play with archetypal elements, and provide several points of entry, all without being too specific or “out there” in content. Nothing in these cards will veer my stories wildly off-track or be too wacky.

The uses of these cards for role-playing games is obvious. Instead of a random encounter table, simply draw a card from the deck, or several cards, or a adventure card and a hazard card and try to combine them into a unique encounter, combat, trap, or puzzle.

Sometimes writing prompts from outside sources are too particular or too prescriptive. There are times when that specificity or oddball quality will instigate an exciting and unique story idea, but more often than not, I end up with something that doesn’t fit my sensibilities as a writer.

With the Hobbit Tales cards, I have prompts and ideas that work much better with the kinds of stories I like telling and which can easily be integrated with my current works-in-progress (if need be).

Also, the artwork and aesthetic of the game is charming and a pleasure to interact with. I like taking out the cards and the green coasters and spending time with them.

As a game, Hobbit Tales is low-stakes, congenial, and more about creativity and having fun with mates rather than the competition of who has the most points at the end. Yes, it is “competitive” in that there can be a winner at the end (teller with the highest score at the end of all the rounds), but that’s really not the impetus for playing. It’s much more about enjoying Tolkien’s Middle-Earth, pretending to be a hobbit, and flexing your storytelling muscles.

For people who are intimidated by the improvisational storytelling, the game might not be as enjoyable, or it might take some time to realize that none of these stories will end up being “good.” The fun is in trying to tell the story and include the hazards if necessary, not to be some brilliant performer.

In some ways, it’s a good lesson for everyone, professional storyteller or amateur: Have fun and don’t worry about whether something is “good” or not. Let the creative voice do its thing. Let go of perfection and have a good time.

Fantasy Lit Is Basically Prestige TV

Perhaps I’m slow on the uptake, but when I read Jared Shurin’s observation about the influence prestige TV dramas have had on fantasy novels over the last decade, I knew immediately that he’d put into words that overwhelming but unnameable feeling I’ve been having since forever about fantasy fiction and why I feel so out of step with what’s going on in the current literary landscape.

It’s not that I don’t enjoy prestige TV shows. I watched Game of Thrones. I used to write weekly recaps/reviews of Mad Men for a film website. I will go to the grave saying The Americans is the best fucking show ever made. I like all these programs and others too. I’m in favor of well-made serialized dramas on my TV screen.

But what I’m not so in favor of, I guess (thought I’m stilling working this out within my own brain), is the transformation of books into text-based TV shows, and particularly fantasy fiction, which AS FANTASY, has the capacity to go beyond what can be perceived with our eyes and into the realms of dreaming and language and, well, the fantastic, i.e.: that which cannot be understood with our senses but goes beyond those limits, and that if we surrender the literary landscape to the grammar of cinematic storytelling (of which, I must note, I’m a huge fan), we’re on our way to losing something special in our written stories, something that we might not even remember existed if we keep aping the structure and conventions of TV and movies.

What I’m really getting at, I think, is that while I’ve certainly loved books like Black Sun and She Who Became the Sun and The City We Became and This Is How You Lose the Time War, I can also TOTALLY see them as TV shows, and that’s not just because at this point in our history we can pretty much see any book as a TV show eventually. It’s because these books (yes, even Time War) follow the structure and storytelling conventions of prestige television almost perfectly. Multiple viewpoints (aka the A story, B story, and C story of a TV show), sequences and chapters that could very easily translate into a single episode of a show, and the kind of complex characterization that makes for juicy roles top-notch actors want to play.

None of this is a criticism by the way. Again, I LIKE this stuff.

But it’s only one way to tell a story. And for fantasy — a genre in which the only thing limiting the author are the made-up rules of her own made-up secondary world — it feels like we’ve traded something expansive for something rather more… limited.

Look, I get it. Conventions change. Reader expectations change. Prestige TV is dope as shit, so why wouldn’t we want our books to do the same thing?

But then I read something like Tolkien’s Unfinished Tales (or, like, “Smith of Wooten Major”), or John Bellairs’s The Face in the Frost, or a Clark Ashton Smith short story, and I’m like, “This could be a TV show, but in doing so, a lot would have to change.” The translation from written word to cinematic image would be just that: a translation. And something would be lost in the process.

Talented filmmakers could certainly make something of these stories, and they might even be genius things, but they would be fundamentally different things from the written literature.

Think about the previous Narnia movie adaptations, and consider what might come of Greta Gerwig’s forthcoming attempts, and then go back and reread the Chronicles of Narnia. It’s not that they are “unfilmable” or some such nonsense. They are perfectly adaptable to cinema.

But the cinematic versions would need to alter the literary ones. Choices would need to be made that go beyond just, “What should we cut for time?”

This was the particular talent of Peter Jackson, Fran Walsh, and Phillippa Boyens when they adapted The Lord of the Rings to the screen. They made a lot of changes, and whether you think those changes were necessary or not, they resulted in three movies that are pretty fucking great, both as adaptations of the source material and as movies in their own right.

And then think about how sloggy and stilted something like Chris Columbus’s Harry Potter and the Chamber of Secrets is. Rowling was still writing in the age before all our base are belong to prestige TV.

Not that anyone writing in the 20th or 21st century can escape the influence of cinema entirely, but the prestige TV template hadn’t quite solidified yet in the 1990s and early 2000s. It was starting to (I’m looking at you George R.R. Martin, former TV writer… I mean, is it any wonder Game of Thrones became one of the most successful prestige shows of the last twenty years? It’s like the guy knew how to write things that would play well on TV!), but the influence of television on our literary landscape wasn’t quite as ubiquitous as it is now.

Movies? Yes.

But HBO-style TV, with its multiple viewpoints and intersecting story lines and character-focused narratives, not so much.

That’s why it was so important to get it right when taking a book and making it into a movie. So much could go wrong in that translation.

But now, book to (small) screen feels almost effortless. Sure, we may have to cut here and condense there, but in the main, it’s all right there on the page. A show bible ready-made.

I know I sound grumpy about it, and maybe I am, but I also know that I love these books-that-could-be-TV-shows-because-TV-shows-are-how-we-tell-stories-now. I really, really like a lot of these fantasy series! And yes, I would totally watch the TV adaptation if/when it comes out.

But I also kind of like the omniscient narrator? And stories with just one viewpoint character? And fantastical elements that defy visualization? And maybe stories with characters that are maybe a little “flat” (hello, Conan!) but are still awesome anyway because fantasy is a genre that delivers on maybe more than just deep characterization.

Like, maybe, drama and snappy dialogue aren’t the things I always need from my fantasy. Maybe I need weirdness. And wonder. And a strangeness that cannot be translated to the TV screen. And something older, like a fairy tale. And not the new kind where everyone is a fully-realized, three-dimensional person with motivations and psychological depth, but the old kind, where everyone is an archetype and acts weird AF sometimes, and we just accept it because we don’t need psychological realism in our Grimm.

I don’t know. I’m just thinking through some stuff, I guess.

But man, when I read Shurin’s point about prestige TV, it was like the scales fell from my eyes. It’s why I’m a bit out of step both as a writer and a reader. I like prestige TV, and I like the way modern fantasy novels are written, but I also like the old stuff too, the less prestige-y stuff. The weird stuff and the ancient. I kinda wish we could have more of it. Maybe we do, and I’m not reading it (highly possible). If it is, I want to know. I want to read something that can only be read, that lives in words best of all and isn’t a word-version of something practically cinematic.

Fantasy is expansive. I don’t want it narrowed down to a set of storytelling conventions that emerged from only one form of media.

However, as Shurin points out, it IS “slightly reductive” to reduce all currently-popular fantasy literature to this one thing, and it’s not as if This Is How You Lose the Time War (or insert other popular novel) is merely a film treatment. That IS too reductive, and something like Time War is also an epistolary novel, which has a long and venerable tradition that predates TV by a long shot. So maybe my griping is taking things too far. Maybe I need to chill.

Nevertheless, our society is a cinematic one. The moving image dominates our thoughts and dreams and our entertainment, and as Shurin predicts, the next great influence on fantasy literature will be (video) gaming, so yeah, we can’t escape the image makers. I’m intrigued by the ways gaming can influence our literary storytelling, so again, it’s not that I’m opposed to this sort of cross-pollinating. I’m just wondering: Is it possible to have a successful (i.e.: widely read) fantasy novel these days that doesn’t get its storytelling paradigm from prestige TV (or video games or INSERT NEW VISUAL MEDIUM HERE)? We still read classic fantasy, yes, but those books have the backing of time and reputation. We read them because we’ve been told we should read them, or because age bestows a kind of authority.

Like with so many things, a throwback — a new piece of art that hearkens to an earlier form — can be seen either as a delightfully retro oddity or as simply “out of step.” But these throwbacks are catering to a niche crowd, to those who intentionally seek out the strange and “arty.” The popular stuff, the stuff that garners widespread attention, fits itself (most often) within the current paradigm. It might do things a little differently, but not too different. There’s a sweet-spot that such things often hit — the spot between familiar and new — that is precisely what makes them both popular and critically acclaimed. This is the way of things. There’s no sense yelling at the clouds about it. It always has been and always will be.

What I wonder is if we can ever again escape the velocity of cinematic storytelling when it comes to literature. Or does the moving image (in whatever form, even gaming) simply have too much allure. Has our collective imagination been too thoroughly colonized by cinema to ever go back (or forward) to something else? Do we even want to try something else? Maybe it’s just me, the weird freak who wants more flat characters and overt “telling” in my fantasy novels, and is kind of sick of snappy dialogue, and pines for the omniscient narrator. Not all the time, but sometimes. The dictates of the market are one thing; what fantasy literature has the potential to be is something else.

Further Thoughts on Middle-Earth

I have been thinking about why I love Middle-Earth so much. I know that lots of Tolkien fans have argued that Middle-Earth feels more real than any other secondary world, that it has such depth and detail and history, and that Tolkien wrote about it with so much love for the landscape and languages that it all feels as if Middle-Earth really IS our world, but eons ago, beyond the mists of our own knowledge. I would agree that Tolkien created a hyper-detailed sub-world, and that the history and legends and descriptions are so vivid that Middle-Earth feels REAL.

But is that all? Is this the only thing that makes me love Middle-Earth?

I’m not sure “world-building” is the only thing that elevates Middle-Earth above all other fantasy realms for me. If it were just “world-building,” then Westeros and Essos (from George R.R. Martin’s A Song of Ice and Fire series) would be just as enticing. I’m sure for some people, Martin’s world IS more enticing. But not for me. The intricacies of Middle-Earth’s history, or its landscape, or the depth of its lore aren’t what make me love it. Otherwise, Brandon Sanderson’s Cosmere would be at the top of my list. Sanderson’s created world is arguably more intricate, more detailed than is Middle-Earth. But the Cosmere does not cast the same spell over me.

Tolkien, of course, often writes in a “high style” that feels archaic and shrouded in the long-forgotten mists of time. Is it this tone, perhaps, that makes Middle-Earth weave its spell upon me? I do indeed think that Tolkien’s tone and style are part of the equation.

But I also think it’s more than tone. It’s the particulars of his myth-making: the Trees of Valinor, the Silmarils, the Ents and Balrogs, the Dwarves and dragons and barrow-wights, the Elves, the hidden kingdoms like Gondolin; it’s Gollum and the Nazgul. All of these things — the essence of these imagined things — are what draw me into the world. The simple things too, like the light of the stars or the flowers of Lorien. All of them stir my heart deeply. I do think they beckon to some yearning in my imagination, a desire for the real world to become somehow deeper and more wondrous, to resemble the wonders of Middle-Earth…

Tolkien gets at this idea in his essay “On Fairy-Stories” when he explains that fairy-stories (and all fantasy) help us with “recovery”:

Recovery (which includes return and renewal of health) is a re-gaining — regaining of a clear view.

This regaining allows us to see the natural, physical world with fresh eyes. Things like rocks and leaves and flowers are renewed in our imagination because fantasy stories have helped us recover this “clear view” of them:

Fantasy is made out of the Primary World, but a good craftsman loves his material, and has a knowledge and feeling for clay, stone and wood which only the art of making can give. By the forging of Gram cold iron was revealed; by the making of Pegasus horses were ennobled; in the Trees of the Sun and Moon root and rock, flower and fruit are manifested in glory.

This is why Middle-Earth works so strongly on my own imagination. It recovers for me that clear view of the world, of nature, and even of abstract things like goodness, evil, courage, honor, envy, friendship, longing, love. As Tolkien puts it, the particulars of Middle-Earth — the Silmarils, the Ents, the Elves, the Misty Mountains, the Shire — all of it helps renew in me a love for stars, and trees, and songs, and mountains, and green hills and summertime. I return to Middle-Earth again and again, loving it more and more each time, because it helps me regain something I’m always on the verge of losing: my wonder and joy for our world, for the world of God’s creation. Tolkien helps me recover this wonder and joy; his Middle-Earth is “made out of the Primary World,” and in being so made, manifests the real world’s glory.

That is why I love Middle-Earth so much.

The Things That Shaped Me: MERP

20200602_152730

My parents always loved making a big deal out of birthdays, but my tenth birthday was by far the biggest deal they ever made. They decided we were going to drive to Chicago for a family trip (we lived in Michigan, for geographical frame of reference). Why Chicago? Why my tenth birthday? I have no idea, but I made no objections. Who wouldn’t want to go to Chicago for her birthday? We were going to stay at the Water Tower Place hotel, eat at Ed Debevic’s, visit the Field Museum and the Shedd Aquarium, AND — this is the thing my ten-year-old brain was inexplicably most excited about — we were going to bring a portable TV/VCR in the minivan so my brother and I could watch movies during the long drive (this anecdote tells you how old I am that DVD players and screens didn’t come pre-installed in vehicles).

We rented a slew of movies, but the one I remember most was The Hobbit — not Peter Jackson’s Hobbit franchise (which hadn’t been made yet) — the Rankin-Bass animated movie from the 1970s.

This movie… let’s just say, this movie will make a future appearance in The Things That Shaped Me series.

We watched it on the way to Chicago and then on the way home to Michigan, so it served as a bookend to the birthday trip, an opening act and a closing act. I was obsessed with The Hobbit — book and movie — and by extension, Middle-Earth. But only The Hobbit-version of Middle-Earth. I hadn’t read The Lord of the Rings yet.  At ten-years-old, I wasn’t a good enough reader to handle the lengthier, weightier Rings books.

20200602_152858But I loved Tolkien’s world: the forests; the mountains; the dragons, goblins, elves, and dwarves. Mirkwood was as real to me as the little patch of woods that surrounded my grandmother’s house. The Misty Mountains were unspeakably enchanted, a world within a world filled with treasure, ancient lore, and shadowy creatures; I longed to travel there. And the map of the “Wilderlands” and Thorin’s map were like sacred manuscripts.

Although the trip to Chicago was exciting, what I wanted more than anything for my tenth birthday was something much simpler, and at the same time much stranger: I wanted the boxed set for MERP: Middle-Earth Role-Playing.

20200602_153018Back in those days, I had never played a role-playing game before. Frankly, I didn’t have anyone to play a role-playing game with. But I wanted MERP. The cover illustration alone was worth it. Also, there was something dangerously appealing about role-playing games. These games came with a dark reputation back in the 80s and early 90s. I was forbidden to play D&D; I had to work hard convincing my parents that other RPGs were okay and not gateways to Satanism. Somehow, I convinced them that MERP was alright. Maybe they figured a Tolkien-influenced game couldn’t be too bad. But the mystique, the forbidden quality of RPGs was still there, even if the cover said “Middle-Earth Role-Playing” and not “Dungeons and Dragons.”

The old MERP game came in a box, with the core book and several other supplements, including cardboard playing pieces and two ten-sided dice. Whenever I see pictures of the old MERP books — the core book, the different supplement books for the peoples and creatures of Middle-Earth — an overwhelming wave of nostalgia washes over me. I can’t quite explain it; like all old memories, it’s both intense and inexplicable. I can see and smell and sense all the moments from those old days, but I cannot make you see and smell and sense them in the same way.  Memories are like dreams; once we start to tell about them, they inevitably lose their magic, they become pedestrian and plain, they don’t capture the electricity and potency of what we see in our heads. Opening that box-set on my birthday and seeing those Angus McBride illustrations, holding the cardboard cut-outs and the ten-sided dice — it’s a feeling I find hard to describe. When the opening pages of the core book promised that “this game lets you step out of this world and stride boldly into Middle-earth,” I believed it: I was going to stride into Middle-Earth. I was going to experience adventures I’d never experienced before.

20200602_152810This memory is so strong, so central to my childhood, that I know I cannot convey to you what it really felt like. Flipping through the old MERP books brings me back to the past, to being ten-years-old, to being in the backseat of our minivan, watching the Rankin-Bass Hobbit, to being a kid who loved fantasy and who felt like she had to hide that love from the outside world. And there was the forbidden danger of role-playing games: the thrill of reading something that was maybe a bit too adult, a bit too beyond my ken.

Whenever I look at those MERP books now, after all these years, I feel the excitement of ten-year-old me, the sense that I’m about to embark on a strange, unknown, wondrous adventure — like Bilbo stepping outside his door to find the Lonely Mountain. But how can I make you feel these same feelings, or catch a glimpse of what they mean to me? I can’t. I can only hope that perhaps you loved MERP as a kid too, or that you know what it feels like to watch The Hobbit while the moon is rising between the clouds on a summer’s night.

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