Why Middle-Earth? Why GURPS?
I feel it
is important to begin this endeavor with a brief explanation. All things must serve
a purpose, a raison d'être if
you will. A great many of my fellow TTRPG hobbyists will ask the two
questions above before even opening the pages that follow. I feel that I have great
reasons for both decisions but I will try to be concise and not provide too many details. I
am not a person that usually gives any explanation for my actions, but I do feel
there is much to be gained by perhaps expounding a bit on why these two
fundamental choices were made for this project.
Middle-Earth
With so many worthy
worlds by so many authors and creators, why choose Tolkien’s Middle-Earth for
the setting?
Put simply; because it is there. It’s presence, especially since the release of the movies put
it squarely in the popular culture. The as-of-now upcoming series should only
bolster interest and knowledge in this world. It is a setting within which nearly
all people, and certainly nearly all fans of fantasy, have at least passing
familiarity. Most of modern fantasy is either based-on or a direct attempt to avoid
the fundamental aspects of the world created by J.R.R. Tolkien. It is foundational and most other worlds simply lack the necessary complexity, consistency, and depth that this world provides as a stage for role-playing.
As a long-time
fan since first reading the books as a very young teenager, I have always felt
that its depth is little understood by most readers and certainly feel this for
those poor souls who have only seen the movies. The difficulty of reading beyond
the main books, the incompleteness of the world left behind my Professor
Tolkien’s death, and strangeness of over a dozen invented languages, all conspire
to create a wall of ignorance about the world itself. In a culture of 15 second
sound bites, the idea of learning at least one new language to fully engage in
a fantasy world seems ridiculous at best. Much like the company of dwarves while travelling through Mirkwood in The Hobbit, many feel it is best not to stray from the road as it were, lest
you lose your way.
There is an entire
well documented history of tens of thousands of years, dozens of races, hundreds of cultures, and myriad areas that never make an appearance in the ‘core books’ or movies. At best they warrant a mention of a line or two and are quickly forgotten never to appear again. A mere glimpse into
some ancient, long dead kingdom or often simply a name with no explanation of who it belongs to. What nation built Weathertop
where the Nazgul tried to kill Frodo with their Morgul Blades and who was it set to watch against? What was the
culture like of the Dead Men of Dunharrow that followed Aragorn into the Battle of the Pellenor Fields? Who place the dirt on the lich mounds that the hobbits fell
into after visiting Tom Bombadil?
The history of Eä contains entire
island continents, like our own Atlantis, swallowed in days past by the Encircling Sea,
others continents only quickly sketched on the professor’s hand-drawn maps. Kingdoms that
have been risen and fallen while others continue throughout the ages, little
changed and seemingly impervious to the world around them that warranted no
mention in the story of The Ring and remain to be explored the foolish or the
brave. We can travel back to the time where the light of the sun and moon had
yet to touch the world and the Ainur fought with Melkor in battles that changed
the very geography of the world, or forward to a time when Magic exists only in
fairy tales for children and the most forgotten corners of the world.
It is outside of
these boundaries of time and place that I plan to focus my attentions. The ‘dark-skinned
men of the South’ and the denizens of the far North that eke out a living in
its frigid wastes, these people also have stories to tell. Perhaps their
stories are not as world changing as those that happened in North-Western
Eriador, but they are worthy stories all the same.
I feel, deeply,
and with great passion, that we, as players of roles have barely begun to
explore this rich and detailed world, its myriad of cultures and denizens, and
the struggles and conflicts between them over the millennia. For no story can be
truly exciting without conflict and here we have a world that exists in almost
constant conflict since its very creation when one of its creators rebelled and
in which a hero can rise or fall on their own merits. A world set for
adventure.
GURPS
There are
already several systems that focus on roleplaying in the world of Middle-Earth,
why should I learn a new one? The answer to this question is far more complex
that the first. A large part of the answer is subjective and therefore subject
to opinion and disagreement. I will list my personal reasons at first but will
not put too much emphasis on them as anyone is able a likely to disagree. That
is how opinions work.
I believe that
GURPS, especially in its 4th Edition provides the broadest variety
of options for both players and GM’s to fine tune their expectations and
playstyle to fit the world. From Wildcard skills and the bare-bones simplicity
of GURPS Lite, to the detailed interactions of Cities, Guilds, and Nations
provided in supplements it allows nearly any scale, complexity, and level of realism
for a campaign.
In the method of
character creation, I have always been a strong proponent of player freedom. I
find that systems that limit players to pre-determined roles also tend to limit
role exploration options. The constant revision and extension of rules and ‘home-brew’
systems is a testament to the natural rejection of this system. The original roles
were very quickly replaced by ad-hoc ‘hybrid classes’ to address this issue. I
have never felt that ‘classes’ beneficial to most role-playing settings. I also
feel that racial templates without cultural lenses tend to lead towards stereotyping
and other detrimental role-playing habits.
There is a place
for all the above and you can even play an entire campaign based on stereotypes
and cliches, but I do not feel that this is apt for Middle-Earth in general.
The movies themselves stretched this to the limit, and in my opinion did more harm
than good to both the genre and Professor Tolkien’s world in its characterizations
of the non-human races of Middle-Earth. It was almost painful to watch the representation
of dwarves in both The Hobbit and LOTR as bumbling, greedy, foolish, clowns.
Circus Midgets for comic relief instead of a proud and ancient culture with a
tragic history. I believe that a broad and complex system of character creation
such as that in GURPS will allow people to create the characters they want to
play while keeping each race and culture unique using the depth of the systems
templates, and optional lenses.
On the less
subjective side of things, I was not sold on the system until I began to
explore how Magic worked within Eä. I believe I, and most of role-players, that
have adapted the world to gaming have committed a grave error in this important
aspect of the world. There is not one type of magic, or even three as presented
in MERP. I believe there are various kinds of Magic in Eä and, as Magic is a fundamental
aspect of Fantasy Role-Playing, I began there.
The world of Eä itself
was created by ‘Magic’. I could not accept that this was the same Magic that
used by Gandalf or Galadriel, a hedge-wizard or the Mouth Of Sauron to extend his days to near immortality. The runes on the dwarf hold of Moria that stymied
the Fellowship also seemed to be different that the others. I began to explore
the types and examples of Magic and realized there was a myriad of differing
types that seemed to have little or nothing in common and this led me to the
realization that I would need to use a system that allowed me the flexibility
to create the Magic that allowed the Ainur to craft the world, Galadriel to
imbue a flask with the light of Arda, the dwarves to craft the doors of Khazad-Dum,
and town healers to use Athelas to heal the sick and wounded. I believe GURPS
is almost uniquely suited to this task.
I personally
have not found a better system that did not limit at least one of these considerations
though I will make all attempts to leave as much of the information useful for
anyone that decides to use another system.
One of the most
amazing aspects of our hobby is that you are in essence only limited by your
imagination and the effort you are willing to put into the endeavor.
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