Review: Middle-earth Role Playing (MERP)
As I delve deeper into running The One Ring for my gaming group, I’ve found myself looking back to one of its predecessors: Middle-earth Role Playing (MERP). This classic role-playing game, first published by Iron Crown Enterprises (ICE) in the 1980s, offers a nostalgic and intricate exploration of J.R.R. Tolkien’s legendary world. Reflecting on MERP has given me a renewed appreciation for its mechanics, extensive sourcebooks, and influence on modern games like Against the Darkmaster.
MERP was designed to bring the richness of Tolkien’s Middle-earth to the tabletop, allowing players to create their own adventures alongside the epic tales of “The Lord of the Rings” and “The Hobbit”. It was built upon a simplified version of ICE’s Rolemaster system, tailored to capture the essence of Tolkien’s universe while providing a detailed and immersive gaming experience.
At the heart of MERP’s mechanics is using percentile dice (d100) for resolving actions, offering a wide range of outcomes and granular control over character abilities. Characters are defined by stats such as Strength, Agility, Intelligence, and Presence, and choose from Middle-earth races like Elves, Dwarves, Hobbits, and Men, each with their own unique modifiers and abilities.
The combat system is notably detailed. Attacks involve rolling percentile dice, adding relevant skill bonuses, and consulting attack tables that cross-reference weapon types with armor classes. Critical hits important, with charts that describe the effects of particularly successful strikes, ranging from minor injuries to instant kills. While this level of detail can slow down gameplay, it adds a layer of realism and excitement for those who enjoy crunchier systems.
Magic in MERP is more subdued compared to other fantasy RPGs, reflecting Tolkien’s portrayal of magic as rare and subtle. Spellcasters have access to lists of spells, but the most powerful magics are typically reserved for the mightiest of beings, aligning with the lore of Middle-earth.
One of MERP’s standout features is its extensive collection of sourcebooks and modules. ICE produced a vast array of supplements that delved into the geography, history, and cultures of Middle-earth in incredible detail. These books covered regions like Moria, Rivendell, Bree, and Harad, providing game masters with maps, lore, and adventure hooks.
The sourcebooks often expanded on areas that were only briefly mentioned in Tolkien’s works, allowing players to explore new stories while staying true to the spirit of the original material. This depth of content made MERP not just a game, but a comprehensive guide to Middle-earth that fans could immerse themselves in.
For example, the “Lords of Middle-earth” series offered in-depth looks at significant characters and creatures, while modules like “Angmar: Land of the Witch King” provided settings for darker campaigns. The attention to detail in these supplements is a testament to the dedication of the creators and remains a valuable resource for any Tolkien enthusiast.
Although MERP is no longer in publication—partly due to licensing issues—its legacy lives on. The game’s mechanics and approach to high-fantasy role-playing have influenced many subsequent games. Notably, Against the Darkmaster is considered a spiritual successor to MERP. It modernizes the classic mechanics while preserving the depth and feel of the original.
Against the Darkmaster streamlines some of the more complex aspects of MERP, making it more accessible to new players without sacrificing the richness of the gameplay. It maintains the percentile-based system and the epic scope, allowing players to engage in grand quests against formidable foes reminiscent of the Dark Lords of Tolkien’s lore. I wrote a review for that game, found here.
Running The One Ring RPG has been fantastic, capturing the thematic elements and narrative focus of Tolkien’s works. However, looking back at MERP has reminded me of the appeal of a more detailed and mechanically intricate system. MERP’s emphasis on comprehensive world-building and the option for granular control in gameplay offers a different but equally rewarding experience.
I am planning on incorporating ideas from MERP into my current campaign to enrich the sessions. Revisiting the old sourcebooks has provided fresh inspiration for setting descriptions and plotlines, deepening the immersion for my players.
Middle-earth Role Playing remains a significant chapter in the history of tabletop RPGs. Its dedication to faithfully representing Tolkien’s world, creating new lore, combined with robust mechanics and an abundance of supplementary material, make it a classic worth revisiting. Whether you’re a long-time fan or new to the game, exploring MERP can offer valuable insights and inspiration.
For those interested in experiencing a modern take on MERP’s mechanics, Against the Darkmaster is an excellent option that captures the spirit of epic high-fantasy adventures.