The default 5e setting is pretty far from Middle-Earth, but this book bridge the gap beautifully. There are some underused mechanics in 5e that are put to good use here (e.g., exhaustion), some underexplored sources of adventure that are highlighted here (e.g., travel and diplomacy), some interesting meshing of gameplay and story-telling (e.g., pacing and the adventure-phase/fellowship-phase system), etc. All in all, it gots a very good atmosphere that hits pretty close to the book.
The campaigns (other books by the same publisher) require some preparation from the DM: they are presented as a framework for adventures with story points and suggestions, not fully fleshed step-by-step adventures. It's good if you have experience DMing, but otherwise you should probably try their short adventures first (other books by the same publisher), or build-up experience with a more hands-on game.
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