Retrato do autor
43+ Works 740 Membros 2 Críticas

About the Author

Séries

Obras por S. Coleman Charlton

Arms Law & Claw Law (1984) 74 exemplares
Creatures and Treasures (1990) 60 exemplares
Arms Law (1994) 37 exemplares
Spell Law (1995) 32 exemplares
Rolemaster Fantasy Role Playing (1999) 31 exemplares
Gorgoroth (1805) — Autor — 26 exemplares
War Law (Rolemaster) [BOX SET] (1991) 17 exemplares
...of Channeling (#5803) (1999) 11 exemplares
Of Essence (Rolemaster Companion) (1999) 11 exemplares
The Lidless Eye Companion (1997) 4 exemplares
Rolemaster: Arms Law 2 exemplares
Rolemaster 3-In-1 (1996) 2 exemplares
Manuel des sorts... (1989) 2 exemplares
Claw Law 2 exemplares
Rolemaster - Grundregelwerk (2007) 2 exemplares
Asemestari 1 exemplar
Loitsumestari 1 exemplar
RoleMaster - Buch der Magie (1991) 1 exemplar

Associated Works

Dark Mage of Rhudaur (1990) — Contribuidor — 35 exemplares
Space Master Boxed Set (1985)algumas edições33 exemplares
Shadow in the South (1988) — Editor, algumas edições30 exemplares
Phantom of the Northern Marches (1986) — Editor, algumas edições24 exemplares
The Court of Ardor in Southern Middle Earth (1984) — Editor — 23 exemplares

Etiquetado

Conhecimento Comum

Data de nascimento
1950s
Sexo
male
Nacionalidade
USA
Local de nascimento
Richmond, Virginia, USA
Locais de residência
Fluvanna County, Virginia, USA
Educação
University of Virginia, USA (Ph.D.) (Computer Science)
Ocupações
game designer

Membros

Críticas

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

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Associated Authors

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

Estatísticas

Obras
43
Also by
6
Membros
740
Popularidade
#34,321
Avaliação
½ 3.4
Críticas
2
ISBN
43
Línguas
5

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