Okay now I'm curious- I try to recommend fewer shows that I think are pretty well known these days, but I wonder if most of them are as well known as I think. Here's my list and my question, remember it's heard of not even necessarily listened to:
The Magnus Archives, The White Vault, Wooden Overcoats, The Bright Sessions, Welcome to Nightvale, The Black Tapes, Wolf 359, Video Palace, I Am In Eskew, Archive 81, Two Princes, Midnight Burger, Brimstone Valley Mall, Woe.Begone, Malevolent, Ars Paradoxica, Eos 10, King Falls AM, The Adventure Zone
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So here are more of my thoughts on Barad-dur and how I think it should have been handled. (Full disclosure, I have not done Mordath so this is all based off of the assumption that it's probably good, but not like, groundbreaking.)
To be entirely fair, LotRO usually excels at handling things in an unexpected way, so not taking the obvious route isn't a crime in and of itself; it's just a gamble that in this case didn't pay off IMO.
Barad-dur is so hyped up in LotR, in the books and the films and by extension in LotRO. They can't avoid it. They don't get to opt out. It comes with the territory. So it should have been endgame Mordor content. The player should not have been sauntering in the front door five minutes after getting into Mordor proper. (Udun doesn't count; that was just a tutorial for the new mechanics, of which there are many.) And not just, like, able to go there. There are quests sending you there five minutes after you get into Mordor, like it's no big deal. Broken or no, Barad-dur is still the place where Sauron lived. There should be so much residual evil hanging around there that it should be hard to even get close. I think you get, like, an extra +20 Shadow of Mordor there? Only if you're close to Mordath, though, like it's the only evil place in there. I took a level 106 alt there just to see how much of my experience was influenced by being overlevel and -- bearing in mind this character is a storage alt and has exactly zero Light of Earendil buffs -- Meh. It's whatever.
Honestly, in my opinion not having a hard mechanic preventing you from getting anywhere near it before finishing the appropriate story beats a la the Rammas Deluon was an extremely bold choice.
Also isn't Dulgabeth supposed to be holed up in here? Why does he let you just walk in? It makes no sense. Not to mention the Order of the Eye who, while they aren't really particularly intimidating on their own, ought to have mustered a bit more to protect Sauron's home and possessions from invaders.
Also, as far as design goes, it's just extremely small. These are the dungeons of Sauron? Really? Did he ration the number of prisoners he wanted to keep around at a time or something? There aren't even that many places where other locations could have been but are blocked off by the collapse; with the exception of the path to the right immediately after you enter, everything else is pretty much complete, indicating that this was the basic intended design and layout for the place. Sort of paints Sauron as a very non-ambitious individual when it comes to dungeon designs, which is obviously wrong. And to have one of the select few prisoners that Sauron decided to keep close by (because he only built himself like 15 cells) be Some Dwarf -- no shade to Vaskmun and the Stout-axes, but there's no way Sauron thought they were that interesting or important.
Also it should have been involved in the main quest beyond the one instance.
All of these problems are solved by just making Barad-dur bigger, with multiple interiors. There's no way the dungeons of Barad-dur didn't extend for miles under the plains of Gorgoroth, cut into twisting tunnels in the volcanic rock and holding hundreds upon hundreds of poor prisoners of all sorts. And I would say that sounds far too deeply unpleasant to actually build into a video game except clearly it doesn't to them, because they built Naerband, and the dungeons of Dol Guldur. So have the fall of the tower have damaged these tunnels, but not destroyed all of them, and the section of the prisons that Vaskmun was held in had been cut off, and was accessible from the surface through some collapsed passageways. The plot of the Stout-axe questline remains pretty much unchanged. There could also be a handful of other sections of prisons available as public dungeons.
The first time the player accesses Barad-dur proper ought to be sneaking in through the Mordath-pit with Gimli, and after facing the glamour you retreat exactly the way you came in. The way things are written, with the player having been frequenting Barad-dur for funsies for days, Gimli feels a bit fainthearted at his quick retreat, and that of course is a bad portrayal.
Another issue with the Mordor main plot that this would solve is the startling absence of Gothmog. If he's referenced in sidequests I'm not sure, but in the main questline Gothmog beats a hasty retreat off the Pelennor and then is referenced extremely vaguely once by Lhaereth (if I didn't already know things about Minas Morgul I wouldn't even have known who she was talking about) and doesn't come up again until Gandalf finds references to Earnur in the Black Book. That's not really a great Presence for someone who is, arguably, the whole subject of the titular Black Book, and it's not a plausible amount for the PC to be thinking about him.
So just before leaving Mordor, the PC is sent to Barad-dur, perhaps having to find a way to get inside first. Maybe Ugrukhor took over Dol Guldur after Dulgabeth's betrayal and you're sent there to find information about his hunt for Karazgar. And while you're there, you find Gothmog, who was not so lucky as to make it scott free back to Minas Morgul, but was imprisoned by Sauron to be punished for turning tail and running. The punishment, however, was never meted out, given Sauron's quick defeat afterward, and the PC's actions in Barad-dur inadvertently free him, and he flees back to Minas Morgul, where he still has some measure of power. This would satisfy the Barad-dur hype problem, by making it proper endgame content like it should be, the Gothmog problem, by having him be briefly involved earlier than in canon for thematic reasons and to remind the player that he exists, and the dungeon problem, by putting a more important prisoner in the cells closest to Sauron's inner sanctum. (Once again, no shade to the Stout-axes but I don't really feel like 'the dude Saruon took it out on when his dragon thing failed eighty years ago' should be one of like three prisoners in his inner sanctum, especially since he had other dragon projects in the works. It's not like Smaug was his only shot at that.)
Anyway. That's the way I would have written it.
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