My post in this thread got me thinking about the final two blocks of LotR TCG and, although there are lots of cards from those sets I really like, a lot of what Decipher did bugs the crap out of me.
So I think I want to try my hand at redesigning the sets, starting with Shadows and moving further along as the work progresses. I would do away with the new shadow cultures, attempt to develop fresh, thematic strategies to be used by the classical cultures, and modify, delete, and retain the Decipher cards as I deem fit.
I don't have anything more specific than this at the moment, but let me know if you think the project would have some merit - and feel free to throw your own ideas at me!
I think it could be very interesting to see your take on it, and I'd be more than happy to pitch in when necessary. I agree with you that the new Shadow cultures are a bit ridiculous (though
![Evil Men [Men]](https://lotrtcgdb.com/forums/Smileys/classic/men.png)
actually does a fair job of uniting
![Raider [Raider]](https://lotrtcgdb.com/forums/Smileys/classic/raider.png)
with
![Dunland [Dunland]](https://lotrtcgdb.com/forums/Smileys/classic/dunland.png)
, which I'm not sure should have been two different cultures in the first place).
I would say that I think it's important that you keep the best things about post-Shadows LotR, which in my view is the dynamic
site path and
resistance on all companions (and the loss of signets, though if you were to make a big theme of them, you could keep them around in game text and still have resistance icons). Making cards with those in mind and with the old flavourful Shadow cultures would be straight awesome.
Also,
lurker and
toil are 2 really great keywords that you don't need to lose.
Would you keep the same set names as a guide to set themes and mechanics?
Thranduil