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![]() MERP rulebook cover, 1st edition | |
| Designers | Coleman Charlton |
| Publishers | Iron Crown Enterprises |
| Publication | 1984(1st edition) 1986(2nd edition) 1993(collectors 2nd edition) |
| Genres | Fantasy |
| Systems | StreamlinedRolemaster |
| ISBN | 0-915795-18-3 |
Middle-earth Role Playing (MERP) is a 1984tabletop role-playing game based onJ. R. R. Tolkien'sThe Lord of the Rings andThe Hobbit under license fromTolkien Enterprises.Iron Crown Enterprises (I.C.E.) published the game until they lost the license on22 September 1999.[1]

The rules system of the game is a streamlined version of I.C.E.'s generic fantasy RPG,Rolemaster.
Characters have Attributes and Skills rated between 1 and 100 on apercentile die (d100) or two ten-sided dice (2d10). Skills can be modified to a rating above or below these limits (i.e. under 1 or over 100, with open-ended MERP options to add or subtract additional d100). An attack roll consists of a percentile roll, to which the attacker's skill rating and appropriate attribute rating are added and the defender's dodge rating is subtracted. The result is compared to the defender's armor type and looked up on a table to determine success or failure. A separate critical table is used in the initial chart result called for it.
Spellcasters learn lists of ten spells as a unit. Each of the spells is based on a theme (e.g. healing spells).
I.C.E. published the first edition ofMERP ruleset in 1984 and a second edition in 1986. A collector's edition was published in 1993, based upon the second edition with twice the number of pages. I.C.E. was working on the third edition[2] that was never published, along with many adventure and campaign modules, until Tolkien Enterprises revoked the license for games based onThe Hobbit andThe Lord of the Rings in 1999. I.C.E. declared bankruptcy in 2000.[citation needed]
A related quarterly magazine,Other Hands Magazine, created by ProfessorChris Seeman to support theMERP community, was also required to desist by Tolkien Enterprises and ceased publication in 2001.[citation needed]
A second magazine, namedOther Minds Magazine, created byHawke Robinson (and named in recognition of the previousOther Hands quarterly, both about a quote fromJ. R. R. Tolkien'sLetters[3]) began publication in 2007. It also supports the role-playing community using ICE'sMERP, Decipher'sLotR,Cubicle 7'sThe One Ring Roleplaying Game, and other Tolkien-centric role-playing game systems.[citation needed]
In 1991-1993, I.C.E. also published theLord of the Rings Adventure Game. It used a simpler system thanMERP and was intended to introduce new players to role-playing.[citation needed]
A UK edition was published byGames Workshop in 1985. It featured the First Edition rules, with a new box and booklet art byChris Achilleos, along with 25mm floorplans for the sample adventure. Both the first and second edition ruleset and most of the adventure modules were translated for a German edition asMittelerde-Rollenspiel (MERS) by Citadel Verlag, later Laurin Verlag, laterQueen Games, starting in 1987. In Sweden a translated version calledSagan om Ringen: Rollspelet was released in 1986 byTarget Games, followed by several translated modules. In Japan a translated version was released in 1987 byHobby Japan. AFinnish language edition (Keski-Maa Roolipeli orKERP) was published in 1990. The first and second edition ruleset were translated for a French edition asJeu de rôle des Terres du Milieu (JRTM) by Hexagonal, starting in 1986.[citation needed]
In the summer of 2005, a new annual convention began known asMerpcon (Middle-earth Role Playing Convention). It initially used the ICEMERP andICE Rolemaster role-playing game systems.
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In the February 1984 edition ofWhite Dwarf (Issue 50), Jonathan Sutherland reviewed the variousMERP supplements available at the time, and generally liked them, although he found their price a bit steep.[5]
A few issues later, in the October 1984 edition ofWhite Dwarf (Issue 58), Sutherland reviewed the main rules system ofMERP and thought that it "mirrors the consistently high-quality one has come to expect from ICE." Sutherland concluded that it "is a well-conceived, reasonably well-written system. I can't say it's easy and ideal for beginners but I can honestly recommend that you try it.MERP gets my vote as best new RPG this year; in fact I've not been so impressed since I first readCall of Cthulhu."[6]
In the March–April 1985 edition ofSpace Gamer (Issue No. 73), William A. Barton commented that "If you haven't yet taken a trip to Middle-earth via the Iron Crown, I recommend you remedy the situation as soon as possible."[7]
In the January 1985 edition ofImagine (Issue 22), Andy Blakeman stated that "by its links with Tolkien, it cannot fail to attract many new gamers into this hobby; and I am reasonably confident that these newcomers will not be disappointed."[8]
In the June 1985 edition ofWhite Dwarf (Issue 66), Graham Staplehurst thought "Iron Crown has done superb development work on areas that Tolkien neglected or left unspecified." He found the rules system suitable "though not spectacularly original", and the combat system "can be rather bloody, which is no bad thing." However, Staplehurst had issues with the magic system, pointing out that in Tolkien's books,magic is a rare, subtle force only used by a few powerful characters, whereas "The MERP system gives these sorts of powers to almost anyone after the acquisition of relatively few experience points; for me, it upsets the flavor of the game and its authenticity." He concluded, "MERP can be used to recreate the great adventures of which Tolkien wrote: going with Frodo or Bilbo or Beren into the lair of evil and trying to escape alive, and it can go some way to fulfilling the desires of people who want to know more about Tolkien's world."[9]
In the January 1987 edition ofWhite Dwarf (Issue 83), Graham Staplehurst reviewed the second edition of the rules and applauded ICE for including more material for newcomers, such as an introductory booklet and a short introductory adventure. He also liked the rearrangement of rules, pointing out that "Much of the confusion of tables, lists, and rules has been cleared by a sensible grouping of charts onto single pages and into a larger batch on the rear of the book." He concluded, "MERP remains (for me) one of the more inventive and enjoyable roleplaying game currently available."[10]
Jonathan Tweet reviewedMiddle-Earth Role Playing forDifferent Worlds magazine and stated that "most gamers are not purists like me.MERP can be played as it is if you do not mind a compromise between Tolkien's genius and role-playing habits. It is a complete, workable system that can be expanded both withMERP game aids and the more complexRolemaster rules. Whether you want to add your sword to the side of the Free Peoples in their desperate war with Sauron or just want to kill some honest-to-Tolkien Orcs for a change, this could be the game for you."[11]
In his 1990 bookThe Complete Guide to Role-Playing Games, game criticRick Swan didn't think thatMERP successfully recreated Tolkien's Midde-earth setting. For that reason, Swan thought that the game was "more likely to find favor with casual Tolkien fans than Middle Earth fanatics, because even though it's a pretty good fantasy game, it doesn't measure up to the novels." Swan concluded by giving this game a rating of 2.5 out of 4.[12]
Herb Petro reviewedMiddle-earth Role Playing, Second Edition inWhite Wolf #49 (Nov., 1994), rating it a 4 out of 5 and stated that "For a hardback rulebook of this size, the price is very reasonable. This edition is billed as a collector's, which implies that a less-expensive paperbound printing will be available in the future. I recommend the hardback, not only because of its sturdiness, but so you can immediately embark on the roleplaying adventure of a lifetime."[13]
In a 1996 readers poll taken by the British games magazineArcane to determine the 50 most popular role-playing games of all time,Middle-earth Role Playing was ranked 11th. Editor Paul Pettengale commented: "The popularity of the books, we would suggest, explains why the game based on Tolkien's world is so popular. The system is overly complicated (being based on the complexRolemaster system - see number 15), and it suffers from the problem of timing. For example, at which time do you set your campaign? Set it beforeThe Lord of the Rings and everyone knows what's going to happen, set it afterThe Lord of the Rings and you've got to make a whole load of stuff up. Still, the supplements are all good, if you get off on bucketfuls of detail and polished prose. Not for everyone, sure, but die-hard Tolkien fans should check it out."[14]
In a retrospective review ofMiddle-earth Role Playing inBlack Gate, Scott Taylor said "MERP, as it is more affectionately called, became the second leading RPG sold in the 1980s, and although mismanagement and rather daunting licensing dealings with the Tolkien estate finally resulted in the games dissolution and the company's bankruptcy, the body of work put out by I.C.E. in a little over a decade remains the Middle-Earth canon for all role-players who truly take the genre seriously."[15] Taylor also commented on the maps of the game in 2014, "There is, and unfortunately never will be again, an astoundingly beautiful game likeMERP that has kept gamers coming back for over thirty years. Frankly, if you ever intend to play in Middle-Earth I suggest these books being your basis".[16]
In his 2023 bookMonsters, Aliens, and Holes in the Ground, RPG historian Stu Horvath noted, "MERP is a glorious mess. The ruleset, the sourcebooks, all of it — mess ... the system Iron Crown offered feels radically out of sync with the themes and aesthetics of Tolkien's world." However, Horvath felt the game had positive values, commenting, "MERP books aren't trash. They conjure a world in vivid, exacting detail. It may often feel like fan fiction, but it is so internally consistent that it is difficult not to love."[17]