Fotografía de autor
43+ Obras 745 Miembros 2 Reseñas

Sobre El Autor

Series

Obras de S. Coleman Charlton

Arms Law & Claw Law (1984) 75 copias
Creatures and Treasures (1990) 61 copias
Arms Law (1994) 37 copias
Spell Law (1995) 33 copias
Gorgoroth (1805) — Autor — 26 copias

Obras relacionadas

Dark Mage of Rhudaur (1990) — Contribuidor — 35 copias
Space Master Boxed Set (1985)algunas ediciones34 copias
Shadow in the South (1988) — Editor, algunas ediciones30 copias
Phantom of the Northern Marches (1986) — Editor, algunas ediciones24 copias
The Court of Ardor in Southern Middle Earth (1984) — Editor — 23 copias

Etiquetado

Conocimiento común

Fecha de nacimiento
1950s
Género
male
Nacionalidad
USA
Lugar de nacimiento
Richmond, Virginia, USA
Lugares de residencia
Fluvanna County, Virginia, USA
Educación
University of Virginia, USA (Ph.D.) (Computer Science)
Ocupaciones
game designer

Miembros

Reseñas

As one of the original Iron Crown publications this is pretty lavish, with a lot of NPC's and backstory.
½
 
Denunciada
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.
… (más)
1 vota
Denunciada
MooapeTheSequel | Jun 14, 2010 |

También Puede Gustarte

Autores relacionados

Anders Blixt Author, Contributor
Terry K. Amthor Author, Contributor
Angus McBride Cover artist
Jason Waltrip Illustrator
Liz Danforth Illustrator
Richard H. Britton Contributor
Jessica Ney-Grimm Author, Contributor
Peter C. Fenlon Author, Contributor
Charles Peale Illustrator
Dennis Loubet Illustrator
Jim Holloway Illustrator
John D. Ruemmler Contributor
Kurt H. Fisher Contributor
Donald R. Cargille Contributor
Ulf Zindermann Contributor
Ola Häggström Contributor

Estadísticas

Obras
43
También por
6
Miembros
745
Popularidad
#34,104
Valoración
½ 3.4
Reseñas
2
ISBNs
43
Idiomas
5

Tablas y Gráficos