Friday, 13 October 2017

My first stab at playing in an NFL fantasy league

Ed Dickson, currently the starting TE at Carolina
This year I have been roped into managing a fantasy NFL team in a 12 player league being administered by a friend of my brother. Although we live in England, we have been fans of the old gridiron since Channel 4 first started broadcasting a regular Sunday evening show back in about 1985. American football had fascinated me from an earlier age, however, as living in the Middle East we were able to watch college football on Saudi Aramco's TV channel.

Fast forward to 2017, and I'm stumbling into the first quarter of the season. We are an eclectic mix of managers, including Brits, Australians and Americans. I think there is a Kiwi in there too.

The opening draft was special, taking place at noon on a Saturday, in order to accommodate bedtime in Australia and breakfast in North Carolina. I ran a couple of simulated drafts in advance, but as far as I could see, there was broad consensus in terms of the players chosen. It was obvious on your turn who you should opt for.

It is unlike fantasy cricket - if you play fantasy cricket during the English county cricket season - in fantasy cricket, once you have a player on your roster, he's yours until you choose to trade him or drop him. In the Daily Telegraph's fantasy cricket league, more than one player can benefit from the same cricketer's points during a week. Also, the English cricket season is a sprawling, fragmented affair, making it hard to keep track of who is playing when unless you are extremely dedicated.

My first draft left me with what I thought was a fairly strong team, although I did end up with three quarterbacks, namely Cam Newton, Trevor Siemian and Tyrod Taylor. All three are starting quarterbacks, giving them a good prospect of scoring each week. I note also that quarterbacks are the biggest consistent points earners, so mess this up, and you can mess up your season.

My problem is deciding which one to go with. While I've got a fairly solid corps of running backs, including Devonta Freeman and Jordan Howard, I'm rotating my QBs as if they were pitchers in baseball. Newton has been regularly talked down since the season started, following on from a shoulder injury, but has become a decent performer. I suspect that Carolina is deliberately making him seem more badly injured than he really is, to out fake the other teams - will he play, won't he? You can imagine the frustration.

As I write this Newton has just netted me 22.1 points following the Panthers' loss to the Eagles. But deciding from week to week is difficult, as inevitably one of the QBs you have benched plays a blinder. That's just how it is. But is it maddening at times, when you see a possible victory slip through your fingers.

I'm still struggling a little against my competitors: going into this weekend I'm 2-3, but hoping to take myself to .500 if I can. It is another week where some NFL teams have a bye week, as was last week, which means some of my personnel are not playing. You really need to fill all your player slots for each weekend, otherwise you will likely lose. Even failing to start a kicker can cost you a game. I've been finding that my games are coming down to + / - 15 points or less, so I am well aware that you need to do all you can to make sure you have a healthy squad with a good chance of making some points.

Thus far I've had some surprises, and some canny moves. Picking up Carolina TE Ed Dickson off waivers after Greg Olsen was injured for the season was one: my fellow coaches had not picked up on the fact that Carolina would likely be forced to start him against New England in Week 4. I grabbed him and since then he has netted 7.2 vs New England, an awesome 19.2 against Detroit, and 4.9 against Philadelphia this week. Still, that's not bad for someone who was lazing around on waivers.

I'll probably report back on my progress later on in the season when I have more to ruminate on.

Thursday, 5 October 2017

Why I won't be buying the new Conan RPG

A new Conan RPG is born!
The new Conan role playing game is now out from Modiphius, and I'm sure it is very nice too. A great deal of effort has been spent on coming up with something that sports fantastic artwork, and I'm sure it plays well. But I won't be buying it. As a Robert E. Howard fan, you might wonder why I'm not going to shell out for it.

Some years ago Mongoose published a d20 version of Conan, and I loaded up on those books. They were a mixed bag, but the system was easy to introduce to people already playing Dungeons & Dragons, as it used very similar rules. I can't say the interior art was very good, but I wasn't really buying it for that.

I think I've reached a point in my game purchasing habits where there has to be a very good reason to buy something. I have not bought the new edition of Call of Cthulhu yet, largely because I think 6th edition CoC does a good job, and there are also other rules systems (e.g. Trail of Cthulhu) which can do as good, if not a better job, when exploring the horrors of the Cthulhu Mythos.

A new Conan game means learning a new system before umpiring it. I have been playing RPGs now since 1984, and have absorbed an awful lot of different rules, most recently the Cypher system from Monte Cook Games. I am, however, reaching the point that I'd rather convert a setting to a rules set I know than buy a new game and a new rules package purely because a publisher has acquired a license.

I hear the guys at Happy Jack's are playing in a Star Wars campaign using Traveller, and good on them. If you know how to play Traveller, why bother buying the Fantasy Flight Star Wars games - just use an existing science fiction system and adapt it. There is SO much information available on the Star Wars universe online, you really don't need to buy new source books. I was flicking through the old Rebellion era campaign guide from West End Games a few weeks ago, and realised the vast bulk of the information in there is available online, and not only that, but much, much more. Indeed, half the fun of the Star Wars universe now is researching the obscure references, IMHO!

Back to Conan. After you have read the stories, and maybe some of the comics, you probably have a good grasp of the canon. Everything else can be filled in from either further online research, painting in the gaps yourself, or doing what Howard himself did, which is plundering real world history.

Yes, let's talk about Robert E. Howard


Conan the Valorous - meh!
I've had something of a revelation about Howard in the last few years. When I was a teen, I loved his stories, and read them voraciously, as well as all the knock offs by the likes of L. Sprague de Camp, Robert Jordan, Andrew J. Offut et al. I think I finally ran out of steam in the late 1980s with Conan the Valorous, when I realised that the general quality of the writing and story telling was going into decline.

Howard plundered from the pages of ancient history unashamedly. He was obviously well-read in history, and also produced a lot of historical novels. Many of his medieval stories have been 'converted' into Conan stories - Hawks Over Shem anyone? Oh yes. Based on historical fact. I've read up on it.

When I was 17 I was studying ancient history at school, and part of the program was to read and virtually memorise the entirety of Herodotus' Histories. Imagine my surprise when names and places from the pages of Conan jumped out at me. Yes, the Cimmerians were a real tribe who indulged in many of the same activities as Howard's Cimmerians, as were the Picts, the Kushites, and many more. What this taught me is that if you are happy freely porting historical material into Hyboria, you're on the right track.

Go beyond this, however, and the exotic locales Howard dreamed up in Texas begin to ring a little hollow once you have actually crossed the Sahara desert, walked the foot hills of the Himalayas (and almost died of altitude sickness) or jostled your way through the bazaars of Lahore or Malacca. Some of his visions are accurate, possibly poached from the pages of travel books, others, not quite so. That's not to say he should have been shooting for historical or geographical accuracy when writing his stories, but reading him now in my forties I sometimes wish he had had the opportunity to travel more widely himself, like Hemingway or Twain.

Finally, I'm reading now the complete stories of Sherlock Holmes by Arthur Conan Doyle. Conan Doyle was a doctor and died at the age of 71. He wrote his first Holmes story, as far as I can tell, in 1887 (A Study in Scarlet). At that point he was still in his late twenties. But he was a trained doctor who had also spent time at school in Austria. As he progressed, his writing, including his Holmes tales, reflected his wider experience of people and places. Howard, on the other hand, seems to have kept himself to Texas, and wrote most of his output over seven years, between the ages of 23 and 30. Coming to his stories again, in later life, they somehow do not have the depth of scene and character that once they exhibited. Conan Doyle, on the other hand, does.

Yes, but where are you going with all this?


There are many interpretations of Hyborian geography.
This takes us back to running games in Howard's world. This is not, I think, a 'canon' world. Even the original maps were dreamed up by fans, not by Howard himself. He never imagined it as a cohesive world to the degree that Tolkien imagined Middle-earth. Yes, he made it up as he went along, and so, I would argue, should GMs. I was looking through the very substantial source book that Mongoose published for their iteration of Conan role playing on the mystic realm of Stygia. It is all very nice, and there are some useful tidbits in there, but this is not the Stygia of my imagination, perhaps not that of Howard's either. Mongoose did a good job of compiling a large amount of information on Stygia from a broad range of sources, including the somewhat suspect Marvel comics of the 1970s, but it comes across as something of a mish-mash, and not how I would want to present Stygia to players.

What I'm getting at is this - you don't really need to buy Conan source books or Conan role playing games. Take the Hyborian world at a high level - the kingdoms, the cultures, the peoples, the gods, and then make it your own. Sometimes people who play RPGs get a little too obsessive about settings. We've seen this in a recent Forgotten Realms versus Greyhawk debate on Facebook. Forgotten Realms is praised for its vast and detailed canon, which is great if you like vast canon, but frankly I don't. Greyhawk was great when it was just one boxed set. It had maps, high level details on kingdoms, religions, armies, encounter tables, and suchlike, but as a GM I had more fun dropping adventures into less detailed corners of Greyhawk or setting my own there - basically, designing the parameters myself. Greyhawk had room for the writer, just as Howard's world had room for the writers that followed in his wake.

I'm finding this difficulty with the depth and detail of Glorantha at the moment - you really can get lost in that world, particularly in areas like Dragon Pass or Pavis which have been heavily detailed over the years. Luckily, there are still parts of Glorantha that seem to have just had the bare bones sketched out, and that is how it should be!

My take on Conan then: I'm more than happy to play a character in someone's campaign, but I won't be spending a cent on the new game myself. There are just so many rich resources available online, and so many excellent rules systems in print already. I'm not a Robert E. Howard completist. I will still enjoy his stories and watch Arnie prance around on television once in a while, and all that will be enough to spark my imagination. I think that, personally, I've just reached a point where a new line of Conan RPG books fails to excite me. Sorry Modiphius.

Monday, 2 October 2017

Sherlock Holmes - action hero?

Jude Law and Robert Downey Jr as Watson and Holmes
Sherlock Holmes, as presented to the world by director Guy Ritchie in 2009, is an eminently watchable reinterpretation of the great Victorian detective. It is described as a "neo-noir, period mystery action film", which rather hits the nail on the head. The whole exercise is a vehicle for Robert Downey Jr's invention of Holmes as an eccentric, driven action hero. There is something of the Tony Stark in Downey Jr's Holmes, but you do need someone with this level of on-screen personality to carry it through, and he surely does.

This is not 'classic' Holmes; it is not Basil Rathbone or Jeremy Brett, by any means, but sometimes it is good to get out from under those immense shadows, as Benedict Cumberbatch has done with the recent BBC series. I'm working my way through the original stories, and to be honest, the Guy Ritchie interpretation of Holmes seems just as viable as others. Holmes was an eccentric, difficult to live with, occasionally inspired by flights of genius. That is all here in Ritchie's film.

But the backdrop against which the film's events take place is gorgeous, thanks to a whopping special effects budget. As an Englishman with a love of London, including its grittier side, Ritchie is able to bring the 1880s to life on screen, in a panoramic spectacular (e.g. the scenes on Tower Bridge at the end). As a native Londoner he avoids stereotypes, and includes accents and cultures which would have existed in Victorian London. The poverty and the bad teeth, the Irish navvies, hell, even a French dock worker, all are on display. It makes for a much more gritty and European portrayal.

At the time of filming in 2008-09, Ritchie, Downey Jr and co-star Jude Law (playing Doctor John Watson) were frequent fixtures on London's high end night life scene, happy to spend time partying with each other in the West End after the cameras stopped rolling, and that chemistry comes through in the camaraderie between the actors.

But what also makes the film so strong, from the perspective of a Call of Cthulhu gamer, perhaps, is Mark Strong's villainous Lord Henry Blackwood. Strong is one of the treasures of British cinema at the moment, and underused in the first Kingsman film, if you ask me, but in Sherlock Holmes he does a superb job as a corrupt aristocrat and occultist out to take over the Empire. Watch the first 10 minutes of this film and tell me if it isn't something straight out of a game of Call of Cthulhu? Strong's Blackwood could be a shoe-in for a CoC cult leader.

The whole exercise has a tense undercurrent verging on horror and nineteenth century mysticism that should make it compulsory viewing for any Keepers who are considering running some Gaslight adventures. Combine that with the pulp action elements and it feels very much like a typical game I might umpire.

Friday, 22 September 2017

Wrestling with Burning Wheel in Vanaheim

Osculan of Nemedia
I wanted to see if I could get an episodic Hyborian campaign going. I originally considered the Conan RPG from Mongoose Publishing, then Iron Heroes, but looking at both of these, I've come to the conclusion that they now contain too much unnecessary crunch. There's too much number crunching slowing the game down. Playing with my kids, they love complexity, but there is something about the level based advancement of Iron Heroes that now seems to irritate some deep part of my gaming soul. I can't quite put my finger on it.

The kids, they like RuneQuest. Having played it once, they seem to like its absence of levels and access to magic. The plot of the first Hyborian adventure is now well-advanced in my notebook. Given I tend to work on adventures on the train or just before I go to sleep, I like rule books that are small and compact and easy to carry around. While the trend within the industry is towards colourful, glossy, artpacked hardbacks, one of these plus a laptop can be difficult to lug around to meetings in London.

My plot is set in Vanaheim. I've sketched it out, plus some of the main NPCs. It already sounds very political, but thinking back to some of Howard's original tales, they feature quite a bit of skulduggery and infighting between factions. The adventure also contains an excellent initial motivation for the heroes to be at Starkad's Great Hall, at the head of the fjord called Starkadsgarth.

I launched a previous Hyborian campaign using a Vanir raid into Asgard, similar to that mentioned in The Frost Giant's Daughter and Legion of the Dead. It was inspired by both. The new scenario again starts in the north lands, however, it seems to be inspired more by Series 1 of Vikings and A Fistful of Dollars. I'll see where it takes me. My initial idea was to not keep it in Vanaheim, but that, I think, I'll leave in the hands of players. There is opportunity to both remain in Vanaheim, or to leave.

I'm also aware that Dragonmeet is coming up in a couple of months. Last year I ran some Deadlands Noir there. The question is whether I run another game. They always seem a bit short of GMs, to be honest.

But that still leaves us with the rules system.


I'm torn between three, namely RuneQuest 2 (Mongoose Publishing), Burning Wheel and an Apocalypse World hack. I'm still reading and digesting Apocalypse World, which I actually quite like. I did consider Savage Worlds, because it does a great job with pulp settings, particularly the Beasts & Barbarians supplement, but for this game don't want to be burdened by miniatures, cards and chips.

To make my mind up, ever a fan of character generation systems, I may just decide to generate the same player character in all three systems and come to a final decision. Apocalypse World, by its very nature, does not really require character generation in advance, so here we'll be focusing on RuneQuest and Burning Wheel. I will have a go at Burning Wheel first.

The first pre-gen is Osculan. I see him a devotee of Mitra, up from Nemedia, traveling in the northern wastes to spread the word. He is a missionary, seeking to bring the light of Mitra into the lives of the Nordheimers, with mixed success. He has come to Starkadsgarth to preach.

Osculan of Hanumar, itinerant Nemedian preacher

Life paths (4) - Village Born, Pilgrim, Student, Zealous Convert

Age: 32

Will B5, Perception B3, Power B4, Forte B4, Agility B3, Speed B3, Circles B3, Resources B0

Health 4, Mortal Wound 10, Reflexes 3, Steel 6

Skills: Religious Rumour-wise B3, Read B3, Religious Diatribe B5, Doctrine B5, Road-wise B5, Write B4, Astrology B3, Shrine-wise B3, Rule of Law B3, Anatomy B3, Inconspicuous B5, History B3, Rhetoric B3, Symbology B3, City-wise B3, Doctrine-wise B4, Ancient Languages B3, Cudgel B3, Foreign Languages (Nordheimr) B3

Traits: Collector, Infallible Religious Logic, Righteous, Firm, Demagogue, Booming Voice, Driven, Inspirational, Plain-Faced

Affiliation: Mitra cult in Vanaheim (+1D)

Relationship: Gefion, wife of Fjolnir (covert convert) -4 RPs

Equipment: Traveling Gear, Pack Horse, Clothes, Astrology Instruments (Toolkit)

Beliefs: I will spread the light of Mitra among these ignorant savages. The way of violence is not the only way - I will use my wits and charm to persuade others. The nobles of Vanaheim will be my path to financial security.

Instincts: Keep my cudgel within reach at all times. Go to ground when fighting starts. Always make sure my horse is looked after - I don't fancy walking out of here.

Osculan is from Nemedia. Village born, he went on a pilgrimage which initially inspired him to follow a religious path. He studied in the Nemedian city of Hanumar but significantly has not become a priest, instead leaving university to become a wandering zealot. He has no Faith, however, so is often beset by doubts. In the last few years he has wandered north, beyond the Hyborian kingdoms into the lands of the Cimmerians and the Aesir. He keeps a cudgel on his person, but relies on his wits, knowledge and debating skills to get him out of tight spots. He is aware that true power in Vanaheim lies with the thanes, and it will be their families he must spend most time working on. Gefion is the wife of Fjolnir, brother of the recently deceased Starkad. Fjolnir is one of the thanes jockeying for the position of high king of the Vanir in his brother's stead. Osculan sees an opportunity here to increase his influence, wealth and prestige in the far flung north. As a secret convert, Gefion could prove useful.

As you can see, character generation in BW is quite involved. The characters it produces, however, are unique and in-depth. They are very hard to optimise and there is no such thing as a perfect build. The designer's objective is to produce more well-rounded player characters. I can see Osculan as someone who is a stranger to Vanaheim, but he has objectives, a mission, that go beyond simply acquiring wealth. It does take time to build a character like this, and I'd equate it more to Traveler or Shadowrun in this respect. I'm not sure some groups will have the patience for it, to be honest.

Burning Wheel is designed to produce a very different gaming experience from, say, RuneQuest. RQ is a much older game, and its possible failings as a system lie within that age. It was spawned in the very early days of RPGs, when they were evolving from war games. It has some great, great concepts, but I'm starting to feel that it is a beast of its time.

Tuesday, 5 September 2017

Review: Adventures in Middle-earth Players Guide

I've been down with the man flu from hell for the last few days, and am only just getting back on my feet. During my period of enforced convalescence, I have been reading Adventures in Middle-earth from Cubicle 7. Seasoned gamers will know Cubicle 7 have the license for a roleplaying game based on the works of J.R.R. Tolkien, and to this end have already produced an excellent RPG called The One Ring.

Cubilce 7 have gone further now, uniting the Middle-earth license with the mechanics of the Dungeons & Dragons RPG for the first time. D&D has been through a bit of a rough patch since the 4th edition of the game was launched, and it ended up being outsold by Pathfinder, still arguably the heir to D&D's mantle, given the amount of people who play Pathfinder steadfastly, both here in the UK and around the world.

However, D&D has taken a lot of inspiration from Tolkien's works as well as those of other fantasy fiction writers, but there has never been an official combo of the two. Many dungeon masters have set their games in Middle-earth on an informal basis, but for the most part official Middle-earth RPGs have steered their own course. Back in the glory days of early RPGs, it was ICE's Middle-earth Roleplaying (MERP) that many gamers turned to for their Middle-earth fix.

Adventures in Midde-earth is a lovely looking hardback book designed for players primarily. It is illustrated by a range of very talented artists, foremost among them John Howe and Jon Hodgson, who do an excellent job of capturing the essential feel of the realms of Middle-earth, so important in a book like this. The original MERP traded heavily on the awesome art of Angus McBride, and it is good to see that money has been spent on getting the art right. It is a truly lovely book.

Adventures in Middle-earth represents a very different feel to D&D campaigns - it takes much of its inspiration from The One Ring, in that the cultures of the heroes a more important than in vanilla D&D. Each hero is a combination of culture, class, virtues and backgrounds. Cultures here are a bit more varied than in the original One Ring, as new cultures like the Dunedain, the Men of Bree and the Men of Minas Tirith have been added. Cultures act like races in D&D, but even if you are human, you culture will set you apart from  other men in Middle-earth. For example, Riders of Rohan get +1 to their Wisdom score, and can also raise two other attributes by +1.

All the D&D classes have been replaced with new Middle-earth classes. No wizards or clerics here. Classes on offer include Scholar, Slayer, Treasure Hunter (Burglar!), Wanderer, Warden and Warrior. Because magic in Middle-earth is more understated and works in more subtle ways, there is less scope here for player characters to run around frying everything with fireballs. Some classes seem to have archetypes they can choose from, as in the 5th edition D&D - for example the Treasure Hunter can choose between Agent ("The agent relies on charm as much as stealth or wit.") and Burglar ("You employ your dubious, if highly useful, skills to acquire things that others possess.")

Virtues are additional boons granted to some characters at 1st level, those from mannish cultures, as compensation for the other abilities non-human races begin with. Many are culture specific. At 4th level players of any race can pick a virtue rather than the attribute increase that can receive within the core D&D rules. The same goes for 8th, 12th, etc. There are some open virtues, that any player can use, and some cultural virtues, which are specific to your cultural background. For example, the Dunedain can choose Dauntless Guardians, which among other things, lets them detect undead and makes them more resistant to fear caused by undead. There's quite a choice here - even the non-humans have a good selection. Dwarves of the Lonely Mountain can choose from virtues like Broken Spells, Durin's Way and Old Hatred, among others. There are some truly wonderful ones here, like Merchant Prince, a virtue of the Men of the Lake:

"Your family's fortune is rising with the reopening of the trading routes that lead to the markets of the South and the East. This increased affluence has started to positively affect your adventuring life, as you may choose a servant from those employed in your household and have him join you in your next endeavour."
As with 5th edition D&D, there are also Middle-earth specific backgrounds to choose from. These let you roll on a table to provide your character with further dimensions and some flavour with which to roleplay by. I love some of these; they really feel like backgrounds from the pages of Tolkien: Doomed to Die, Driven From Home or Emissary Of Your People are all good ones. Apart from skill proficiencies they also bring with them additional background elements. Take Oathsworn for example:

"You have sworn a mighty oath, one that is now indelibly associated with your name. The oath itself should be both suitably epic and possible to accomplish...A mighty oath carries its own legend and you often find yourself receiving aid from those who want to help the legend or even become embroiled in it."

There are a LOT of backgrounds here, which is excellent.

The equipment section is filled with some superb examples of Middle-earth specific items. Middle-earth functions on a reassuring imperial coinage system, with 12 copper coins to the silver penny, and 20 silver pennies to the gold piece. Tolkien would have recognised this currency. A frugal standard of living costs three gold pieces for a year. "Frugal folk usually sleep in comfortable common halls (or tents, if nomadic) and eat the produce of their own lands and pastures." Characters can also receive cultural heirlooms as a possible virtue (no magic shops in Middle-earth): these include the likes of the tower shields of Dale, the great spears of the Beornings or the Star of the Dunedain. You can pick up one-off items like this as a beginning character, but you cannot BUY them; they are considered priceless family heirlooms. They are also distinct to cultural backgrounds.



Everything in this book seems to work towards conjuring up the atmosphere of the books and films. Adventures themselves in this game are meant to follow the same course as in the One Ring - much revolves around a journey or mission, usually into the wild. The default setting at the moment is the wilderness around Mirkwood in the immediate aftermath of the death of the dragon Smaug and the Battle of Five Armies at the end of The Hobbit. Five years have passed since then, providing opportunity for both Laketown and Dale to be rebuilt, and for the dwarves to reoccupy Erebor.

There are mechanics here for journeys in the wild, but at the same time adventurers must keep an eye out for corruption by the Shadow. Corruption can be picked up in a number of ways, and replaces alignment. Anguish, blighted places, misdeeds, tainted treasure, all can gain you corruption. With it comes misery, madness and degeneration, something heroes must strive to avoid. Boromir and indeed his father Denethor are prime examples of this from The Lord of the Rings. Characters want to avoid becoming Miserable, as this is the first step on the way to madness, making them prone to bouts of madness and bringing with it other penalties, like automatically failing Charisma checks. It sounds nasty, but it works to keep characters on the straight and narrow and beats the usual "Hey, you can't do that - you're Lawful." Instead a character picks up a few corruption points. Coward, thief, plunderer? Have three Shadow points. Once Shadow passes your Wisdom, you become Miserable. Oh yes. Thus it boils down to players what path they choose - they are not circumscribed by an alignment system but they take a risk in becoming more degenerate.

Each adventure in Middle-earth is considered to take the course of a year - characters are not full time adventurers. As in Glorantha, they are meant to be members of their communities as well. They have families and a stake in the world. They are not travelling murder hoboes for hire. They adventure, frequently, for a reason, even if they come from disparate backgrounds. Between adventure years, there is a fellowship phase. This boils down to rest and recovery at a nominated sanctuary:

"A number of locations in Middle-earth are considered Sanctuaries; special, safe places particularly suited to rest, recovery and training, usually overseen by a host willing to welcome travellers. At the beginning of a game, the only place the player heroes may consider a Sanctuary is the town of Esgaroth on the Long Lake..."

Fellowship phases are intended also to cover between adventure activities, like training, gaining new traits, healing corruption and researching lore. Generally this matches the winter phase, a time when characters will stick to civilised areas, when snow is on the ground and wild wargs are on the prowl.

Rangers of the North, by Jon Hodgson


The book concludes with some pre-generated characters to get you going. These are all 1st level examples of the new character classes, ready to go. If you want to actually run a game in Middle-earth you will also need the Loremasters Guide from Cubicle 7, which is now also out in print, as well as the current D&D Player's Handbook. You won't require the other core D&D books however, although they could come in useful.

In conclusion I really love what Cubicle 7 has achieved here. One of my criticisms of D&D as it currently stands has been the emphasis on combat to the detriment of other areas of high fantasy. This was very much the case with fourth edition, and while I appreciate the way fifth edition has embraced the generic, 'game for all games' model it needed, I'm delighted to see products like Adventures in Middle-earth really taking things to the next level. I'm looking forward to further releases in this line. If there is something that would bring me back to running D&D, Adventures in Middle-earth is it...