The Fellowship of the Ring is the world’s most renowned, literary adventuring party. This is the archetype which lurks in the collective unconscious of all gaming groups, from paper and pencil D&D, to byte and bitmap WoW.
An Istarii Wizard and a Dunedain Ranger lead a Dwarf Warrior, a Sindar Archer, a Gondorian Fighter and four Halfling burglars on an epic wilderness adventure and the mother of all dungeon crawls.
But anyone with an ounce of cunning and a desire to maximise the chances of success has probably asked themselves…
“Why take four hobbit rogues?”
“What about bringing some more ranged weapons and healing potions?”
“Elves are awesome. Why only bring one?”
These questions and more have bugged me for years. Why abandon Frodo and Sam to chase after Merry and Pippin? What was Gandalf actually planning on doing to get into Mordor?! If I was Elrond, who would I include in the Fellowship?
The strategy behind the Fellowship and some alternative possibilities are examined in the article “Min/maxing the Fellowship of the Ring”