I’ve been exploring Adventures in Middle-earth as the possible system for my next campaign. And as luck would have it, the rules are part of the current Bundle of Holding—It ends December 25th.
And Cubicle 7 is doing it right:
After your purchase, you’ll find on your Wizard’s Cabinet download page a 20% discount code for purchases of most Adventures in Middle-earth print products at the Cubicle 7 webstore (excluding Bree-land).
Get the PDFs ↑ at a great price, and defer the cost of purchasing print copies.
Why Adventures in Middle-earth?
Built on the 5th Edition framework, Adventures in Middle-earth provides rules that better fit the tone of Middle-earth (e.g. rules for travel montages and no ubiquitous spellcasting).
It provides a framework for separating Adventuring and Fellowship phases, one for the GM ↑ putting challenges in front of the Player-heroes the other for the Player-heroes to stake their claim to the world.
The Adventuring phase and Fellowship phases are something you could easily extract to your traditional 5E ↑ campaigns; Providing a framework to advance the campaign timeline by seasons and years instead of watching heroes rise so very fast in such short timespans.
The default starting time is 5 years after the events of the Hobbit. With the Necromancer cast out of Dol Goldur, the Wilderlands are waking; trade and travel is on the uptick. But, we all know that this peace cannot remain.
The travel montage rules provide an alternate mechanism to move throughout the well-mapped spaces of Middle-earth (See my post Using Adventures in Middle-earth Procedures).
Take a look at the bundle; a portion of the proceeds will go to Doctors without Borders.