Quest Developer for the Middle Earth Roleplaying Project for Skyrim
@renrut: In the Ringbearer questline, Sam is planned right now to be the only "true" companion (in that he is willing to follow you anywhere). Gollum will most likely act as we plan for the Fellowship members will (Aragorn, Gandalf, etc.) in that Gollum will want you to follow him (although if you don't, I imagine he should start tracking YOU from a distance :P).
@MiddleEarthsBane: Just to clarify, MEB is incorrect. Current plan is that by being a Male Hobbit character (where you will play the role of Frodo, the Ringbearer) can you have the opportunity to partake in the "Ringbearer questline" and join the Fellowship. Currently, the race you choose will decide your starting location. Also I'm hoping you can also choose your starting faction, in which case that may be what determines start location, reputation with said faction, and perhaps some starting Skills (although factions to choose will be race-specific).
@athense: In answer to your question about choice if you are Frodo: The plan is that the player will have LOTS of freedom in how they can try to reach Mt. Doom. Doing one event differently from Frodo in the books may cause quite a lot of change actually! (Just try to imagine how much things would have changed if Frodo never went to the Council of Elrond, or if Frodo decided to leave the Fellowship earlier then he did in the books). Mind you, the "Mordor victory" scenario is a bit too ambitious for us right now, so it will probably just be an automatic "Game Over" situation.
@Nuvendil: The problem here is that "Osgiliath Veterans" are a unit classification in Games Workshop LOTR Battle game. Some people take the stuff in that game as Tolkien canon >_>
(not saying you are rutger, could just be a coincidence)
@rutger: So did you just become Gollum, or did you get overtaken by a Venom Symbiote? :P
@matthi94: I do indeed remember ...
Is it sad that I would actually really enjoy the idea of an open-world, real-time combat-based Pokemon game/mod though? :S
(mind you it would have to be just have the original 151 from when I was a kid)
... and now I've just gone completely off-topic from MERP :P
KidStein: FYI, they're called "Dunlendings" ;). As for if Dunland will be included in the Rohan release, well, I'm not sure (I think its still being debated).
@Nightmare88 : I'll just repeat what I said alittle earlier, because I'm in a good mood :P
Please read these Quest-writing Guidelines: Merp.straygenius.com
Then create a thread with a quest idea (it doesn't HAVE to be in Rohan or before Sept 22, 3018, but its recommended): Merp.straygenius.com
@austinjames77 20v20 big? Please. MERP is trying to create battles at least in the 100s (otherwise Helm's Deep, and especially the Battle of the Pellenor Fields, would be absolutely pathetic :P). Also don't bother with describing the town/village: we've been creating custom settlements for Rohan, and I don't believe we're looking for any new ones to be created. Just try to describe where this attack would presumably be (I assume either in West Emnet or the Westfold?).
That's fine that the battle takes place in the War of the Ring (since the War begins in the middle of the timeline that's planned for v0.1). However, the timeline only covers very EARLY in the War, and I don't know how I feel about a Wild-man attack this early (I presume you mean the Dunlendings?) ... depends on how well the quest is written.
@austinjames77: What we need are ACTIVE quest writers. We have quest writers come to the project, but then I hardly ever see them posting >_>
@ande6190: Oh there will definitely be original settlements in MERP that weren't in the books. As you said, the world would be really empty without them (and it makes sense, especially when you see the numbers of people who take part in the large battles ... they all have to come from some place!). I do think you'll enjoy them ;)
@Mmarksp: Its a work in progress
@kariverson: I can assure you that magic in MERP will not be like it is in Skyrim. Aside from magic items and a couple race-specific spells (Bear Transform for Beornings, minor healing magic for elven races, etc.), the player won't really be able to learn any of the usual magic that is usually in a Skyrim game (Fireballs, lightning, etc.), if any at all.
With a deeper combat system planned though, don't think that the absence of spells will mean a simpler game ;)
@austinjames77: Let's just say that choosing your race will have a lot more impact in MERP then it did in Skyrim ;)
@psykopit: Take a look at our Profile on the right of this page where it says "Release Date." TBD = "To Be Decided." Just be patient and wait :P
@userxxi: I have my doubts that we'll implement all of our ideas (its fun to daydream sometimes though, right? :P). You think some of the ideas we post around here are crazy, if only you saw our dev forums ...
Even if we only get a fraction of them in, this mod should still be a wild, fun ride for everyone ;)
@co9111: Original music: due to copyright reasons, not enough selection on their own (the films don't cover the entirety of Middle Earth), and because John William's music was made for film, not video games (video game-style music is usually quite different from film music).
Personally for me, I've heard the John Williams music way more then I would like to. Original music will be new to players and have their own style (John Williams has his own style, our music department has its own).
@Winter-Wolf: Guard of the Citadel should definitely have a place in MERP whenever we get to developing Minas Tirith :)
@DuBaas007: Books come before movie. We may have a place for both Gondorian chainmail AND plate armor that should make sense ;)
@userxxi: We want ALL of the settlements mentioned in the lore, and more. As for Rohan, just recently I came up with some original Rohan settlements, so I don't think you'll have to worry about that ;)
@natula123: We're aware of the lag caused by too many NPCs in Skyrim (due to the AI more then anything I believe). We're looking at ways around that though ;)
Yes I did, silly me. Ignore my comment Octrox.
@Octrox: How many mod projects have you looked at that give a definite release date? Especially when the game that they're modding for has only been out a couple months? There is a reason the "Release Date" on the front page of Moddb is "TBD" (to be determined).
Basically what I'm saying is: we don't have a release date and we won't be giving any out, just be patient and wait :P (and play something else in the meantime: not like we'll have any Beta release in the next month or so).
@1st_of_the_Nine*WoA*: I don't think that was the intended purpose of those swords. Originally they were 1-handed only (she couldn't figure out how to make them 2-handed). Then when she figured out how, she made them 2-handed and kept the 1-handed versions as well. I believe that's the reason why.
However, I do think the plan is to allow certain weapons can be switchable between 1 and 2-handed in MERP & Blade for Skyrim.
@iTroll: That sounds incredibley tacky ...
Well we released MERP v0.2.6 last month for Oblivion. Setbacks occured mostly due to technical difficulties at the time, which is why it took us so long to release.
MERP is a huge mod, our heightmap is over 10x the size of Skyrim. Skyrim is only a country, we obviously need a LOT of content to fill an entire continent of factions and races. Will MERP ever see a v1.0 release? I hope so, but even if MERP ever got up to only a 0.3 release or some such, I can guarantee it'd have as much content (probably more in fact) then Skyrim alone.
Creating MERP is not as simple as "drag and drop", especially when we're trying to add new races, skills, factions, creatures, combat-mechanics (ever heard of MERP & Blade?), large scripted events (battles), etc. I can guarantee you that those are NOT just "drag and drop" content. Not only that, but MERP for Skyrim still requires third party tools that haven't been released (we can't use just the CK) in order to modify Skyrim to the extent that we wish to.
And if you're so worried about the fate of MERP, ever considered trying to help? The mod won't get done by itself, we can always use more help.
@Mmarksp: I wish to allow the player as much freedom as possible, including how long they sleep. Perhaps a player may want to leave the Fellowship a bit early? And nightime would certainly be a good opportunity while NPCs are asleep (although I imagine at least someone was awake at all times ... still a better time then at midday while traveling).
MERP does want to have a camp system of some kind, and I definitely want one for the Ringbearer questline, where the NPCs will set up camp after reaching a certain point (or depending on the time of day). And yes, these would prove to be great points of character interaction! I'm excited to write some of the small talk the player could have with these characters.
I don't think there would even be an option to stay in Rivendell and catch up with the Fellowship later. There can't be a Fellowship without a Ringbearer. You either leave with them or ... well, I won't go into "what ifs" here.
@cowboymodgod: We don't plan for Orc places to be playable, since Orcs (same goes for Goblins and Uruk-hai) in Tolkien's lore have no free will. Oh same goes for Ringwraiths, which are subject only to the will of their master, Sauron.
However, maybe someday we'll have evil playable races (evil men) in the far future though. Of course right now we're focusing on the Free Peoples.
@Mmarksp: That's how I want things to go, minus the automatically waking up part (well, a Fellowship member SHOULD wake you up at a certain point so you won't oversleep ... which I guess is the same thing). Hunger and sleep is planned to be a necessity in a Realism submod (but that's a way's off), maybe have the Realism submod as a requirement for the Ringbearer questline. Of course I also want to allow the option for the player to leave the Fellowship at any point as well, in which case the player can then set their own pace (but will be without a Fellowship).
@lionheartxx: Yep, we'll have to create original settlements, otherwise the heightmap will be quite bare (and as you said, places like Lebennin and Pinath Gelin MUST have at least a few villages, otherwise where did the soldiers come from?). Mind you, that doesn't mean they have to be boring and uninspired ;)
We'd like ships in MERP, but they're not a priority to implement right now.